photoshop (merge layers)

darkknight

New member
when i use photoshop i use it to put sprites together. But as far as me working on an enemy in one of my marvel mods, i use pyro from xmen, i create new page in photoshop and use rgb so that the flame sprites that i going to add with it does not change colors due to the base sprite color table. so after i put the flaming glove hand sprite on pyro's hand than i would switch sprite mode to index, then i would color empty color table black, but the problem is, pyro during his flame glove hand attack sprite shows up with the white background. is there anyway i could change or fix this?

heres the sprites i was using for pyro flame attack:
http://s3.postimg.org/rah52tj83/pyro1.png
http://s3.postimg.org/f8qt5sgb7/pyro2.png
http://s3.postimg.org/5cpq65aj7/pyromergesprite.png
 
Yes. Don't do it at all. You should never, EVER hard draw special effects to the main sprite. Keep them as their own set of sprites and spawn them in as a sub entity.

There are so many reasons for this it would take me half a day to list them.

DC
 
What DC means with subentity is this subentity:

subentity

subentity {name} custentity {name}

-{name} is the name of spawned entity declared in MODELS.txt. That means the entity must be loaded in MODELS.txt before you can use this.

-This is used together with 'spawnframe' or 'summonframe'.

-{name} determines what/which entity will be spawned or summoned with spawnframe or summonframe

Take a look at an example of custentity or subentity used in Mr. Q's AOF mod along spawnframe:

Code:
anim freespecial1
	energycost 99
	mponly  1
	loop    0
	delay   5
	offset  121 201
	bbox    0 0 0 0
	followanim 1
	followcond 3
	attackone  1
	hitfx   data/sounds/grab.wav
	frame	data/chars/1ryo/a104.gif
	move    5
	frame	data/chars/1ryo/a104.gif
	frame	data/chars/1ryo/ch01.gif
	frame	data/chars/1ryo/ch01.gif
	move    3
	attack2 153 116 15 38 0 0 1 0 8
	frame	data/chars/1ryo/grab.gif
	frame	data/chars/1ryo/grab.gif
	frame	data/chars/1ryo/grab.gif
	move    1
	delay   20
	attack2 0 0 0 0
	frame	data/chars/1ryo/grab.gif

anim follow1
	loop    0
	delay   1
	offset  121 201
	bbox    0 0 0 0
	fastattack 1
	attackone  1
	custentity exel
	hitflash Flash3
	spawnframe 91 480 272 0 1
	move    -10
	sound   data/sounds/ryo03.wav
	frame	data/chars/1ryo/a101.gif
	delay   4
	move    0
	sound   data/sounds/fatal.wav
	frame	data/chars/1ryo/a101.gif
	attack  134 115 59 14 0 0 1 0 10
	frame	data/chars/1ryo/a102.gif
	attack  0 0 0 0 
	frame	data/chars/1ryo/a103.gif
	frame	data/chars/1ryo/a104.gif
	frame	data/chars/1ryo/a101.gif
	attack  134 115 59 14 0 0 1 0 10
	frame	data/chars/1ryo/a102.gif
	attack  0 0 0 0 
	frame	data/chars/1ryo/a103.gif
	frame	data/chars/1ryo/a104.gif
	frame	data/chars/1ryo/a101.gif
	attack  134 115 59 14 0 0 1 0 10
	frame	data/chars/1ryo/a102.gif
	attack  0 0 0 0 
	frame	data/chars/1ryo/a103.gif
	frame	data/chars/1ryo/a104.gif

	delay   3
	frame	data/chars/1ryo/hhs06.gif
	frame	data/chars/1ryo/hhs10.gif
	hitfx   data/sounds/beat1.wav
	attack2 137 131 49 32 0 0 1 0 10
	frame	data/chars/1ryo/hhs11.gif
	attack2 0 0 0 0
	frame	data/chars/1ryo/hhs12.gif

	frame	data/chars/1ryo/hhs10.gif
	hitfx   data/sounds/beat1.wav
	attack2 137 131 49 32 0 0 1 0 10
	frame	data/chars/1ryo/hhs11.gif
	attack2 0 0 0 0
	frame	data/chars/1ryo/hhs12.gif

	frame	data/chars/1ryo/hhs04.gif
	hitfx   data/sounds/beat2.wav
	attack  137 114 49 23 0 0 1 0 10
	frame	data/chars/1ryo/hhs05.gif
	attack  0 0 0 0
	frame	data/chars/1ryo/hhs06.gif

	frame	data/chars/1ryo/hhs04.gif
	hitfx   data/sounds/beat2.wav
	attack  137 114 49 23 0 0 1 0 10
	frame	data/chars/1ryo/hhs05.gif
	attack  0 0 0 0
	frame	data/chars/1ryo/hhs06.gif

	frame	data/chars/1ryo/hhs07.gif
	hitfx   data/sounds/beat2.wav
	attack2 137 83 49 36 0 0 1 0 10
	frame	data/chars/1ryo/hhs08.gif
	attack2 0 0 0 0
	frame	data/chars/1ryo/hhs09.gif

	frame	data/chars/1ryo/hhs07.gif
	hitfx   data/sounds/beat2.wav
	attack2 137 83 49 36 0 0 1 0 10
	frame	data/chars/1ryo/hhs08.gif
	attack2 0 0 0 0
	frame	data/chars/1ryo/hhs09.gif

	delay   3
	frame	data/chars/1ryo/a301.gif
	frame	data/chars/1ryo/hado01.gif
	frame	data/chars/1ryo/hado02.gif
	frame	data/chars/1ryo/hado03.gif
	sound   data/sounds/super2.wav
	frame	data/chars/1ryo/hado04.gif
	frame	data/chars/1ryo/hado05.gif
	hitfx   data/sounds/beat1.wav
	attack2 145 116 63 23 0 0 1 0 8 
	frame	data/chars/1ryo/hado06.gif
	attack2 0 0 0 0
	frame	data/chars/1ryo/hado07.gif
	delay   6
	frame	data/chars/1ryo/hado08.gif
	delay   3
	frame	data/chars/1ryo/a301.gif
	frame	data/chars/1ryo/hado01.gif
	frame	data/chars/1ryo/hado02.gif
	frame	data/chars/1ryo/hado03.gif
	sound   data/sounds/super2.wav
	frame	data/chars/1ryo/hado04.gif
	frame	data/chars/1ryo/hado05.gif
	hitfx   data/sounds/beat3.wav
	attack2 145 116 63 23 0 0 1 0 8 
	frame	data/chars/1ryo/hado06.gif
	attack2 0 0 0 0
	frame	data/chars/1ryo/hado07.gif
	delay   6
	frame	data/chars/1ryo/hado08.gif
	delay   3
	frame	data/chars/1ryo/a301.gif
	frame	data/chars/1ryo/hado01.gif
	frame	data/chars/1ryo/hado02.gif
	frame	data/chars/1ryo/hado03.gif
	sound   data/sounds/super2.wav
	frame	data/chars/1ryo/hado04.gif
	frame	data/chars/1ryo/hado05.gif
	hitfx   data/sounds/beat2.wav
	attack2 145 116 63 23 0 0 1 0 8 
	frame	data/chars/1ryo/hado06.gif
	attack2 0 0 0 0
	frame	data/chars/1ryo/hado07.gif
	delay   3
	frame	data/chars/1ryo/hado08.gif
	sound   data/sounds/ryosp1.wav
	delay   4
	frame	data/chars/1ryo/b201.gif
	frame	data/chars/1ryo/b202.gif
	frame	data/chars/1ryo/hsk01.gif
	frame	data/chars/1ryo/hsk02.gif
	hitfx   data/sounds/beat5.wav
	attack  125 125 76 35 0 0 1 0 10
	frame	data/chars/1ryo/hsk03.gif
	attack  0 0 0 0
	frame	data/chars/1ryo/hsk04.gif
	frame	data/chars/1ryo/hsk05.gif
	frame	data/chars/1ryo/hsk06.gif
	frame	data/chars/1ryo/hsk07.gif
	hitfx   data/sounds/beat5.wav
	attack2 125 139 71 20 0 0 1 0 10 
	frame	data/chars/1ryo/hsk08.gif
	attack2 0 0 0 0
	frame	data/chars/1ryo/hsk09.gif
	frame	data/chars/1ryo/hsk01.gif
	frame	data/chars/1ryo/hsk02.gif
	hitfx   data/sounds/beat5.wav
	attack  125 125 76 35 0 0 1 0 10
	frame	data/chars/1ryo/hsk03.gif
	attack  0 0 0 0
	frame	data/chars/1ryo/hsk04.gif
	frame	data/chars/1ryo/hsk05.gif
	frame	data/chars/1ryo/hsk06.gif
	frame	data/chars/1ryo/hsk07.gif
	hitfx   data/sounds/beat5.wav
	attack9 125 139 71 20 0 0 1 0 10 
	frame	data/chars/1ryo/hsk08.gif
	attack9 0 0 0 0
	frame	data/chars/1ryo/hsk09.gif
	delay   6
	frame	data/chars/1ryo/ju07.gif
	delay   10
	frame	data/chars/1ryo/rise3.gif

	delay   7
	frame	data/chars/1ryo/a101.gif
	delay   16
	frame	data/chars/1ryo/taunt7.gif
	frame	data/chars/1ryo/taunt6.gif
	frame	data/chars/1ryo/taunt7.gif
	frame	data/chars/1ryo/taunt6.gif
	frame	data/chars/1ryo/taunt7.gif
	delay   30
	frame	data/chars/1ryo/taunt6.gif
	delay   3
	frame	data/chars/1ryo/a401.gif
	move    6
	frame	data/chars/1ryo/sho01.gif
	frame	data/chars/1ryo/sho02.gif
	frame	data/chars/1ryo/sho03.gif
	delay   35
	move    0
	hitfx   data/sounds/hard2.wav
	hitflash Flash2
	attack7 148 63 18 76 250 1 1 0 15
	dropv   11 1 0
	frame	data/chars/1ryo/a701.gif
	delay   7
	attack7 0 0 0 0
	frame	data/chars/1ryo/ihs09.gif
	frame	data/chars/1ryo/ihs10.gif
	frame	data/chars/1ryo/ihs11.gif
	frame	data/chars/1ryo/ihs12.gif
	frame	data/chars/1ryo/ihs13.gif
	delay   30
	sound   data/sounds/ryowi.wav
	frame	data/chars/1ryo/ihs14.gif
	delay   8
	frame	data/chars/1ryo/a606.gif
	frame	data/chars/1ryo/a101.gif

Either use spawnframe or summonframe:
spawnframe

spawnframe {frame} {x} {z} {a} {relative}
-Used to make entity to spawn another entity. Normally it is used to spawn enemy. Spawning with this has no limit.

-The spawned entity is determined by 'subentity' or 'custentity'.

-{frame} determines at which frame the other entity is spawned.

-{x} determines spawn range in x axis.

-{z} determines spawn range in z axis.

-{a} determines spawn range in y axis.

-{relative} determines where the other entity is spawned.

-0, count from the spawner. Spawned entity will face same direction with the spawner.

-1, count from screen offset.

summonframe

summonframe {frame} {x} {z} {a} {relative}

-Used to make entity to spawn another entity. Normally it is used to spawn enemy. Spawning with this is limited to 1 entity.

-The spawned entity is determined by 'subentity' or 'custentity'.

-{frame} determines at which frame the other entity is spawned.

-{x} determines spawn range in x axis.

-{z} determines spawn range in z axis.

-{a} determines spawn range in y axis.

-{relative} determines where the other entity is spawned.

-0, count from the spawner. Spawned entity will face same direction with the spawner.

-1, count from screen offset.

-Summoned entity can be killed with 'unsummonframe'.

unsummonframe

unsummonframe {frame}

-Used to kill summoned entity which was summoned by 'summonframe'. Obviously you need to use 'summonframe' before.

-{frame} determines at which frame the other entity is spawned.

Check for more info in the manual.
 
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