problem with some images aligment

wolfstein

New member
well guys, let me tell u a little of my problem. the thing is that i got 0 skills in photoshop, and idk how to make a couple of sprites aling to use always the same shadow coords and the same offsets for every script, such as like walk, atack, etc. i tried some things but my animations are so jumpy, because the project im editing need the sprites to be in 480x240 pixels, so i was wondering if someone can just teach me or helping me with the alingment of the images because this thing is rlly getting up my nerves.
ill added a link with a zip with the the sprites of my char (scorn) and i also added another sprites of another character (arthur). if u got time and see the arthur text file, they always use on every script the same shadowcoords (218 198) and offsets (225 198), and thats with all the playable characters.

http://www.mediafire.com/download/icrh6y7jk7y5624/edition.rar
there is a link with all the images

here i got some attach for examples of what is the problem i got
please help D:!  PD:srry about my english




[attachment deleted by admin]
 
there is the other image example, i dint know how to simultaneously upload 2 images :P

[attachment deleted by admin]
 
Btw, to upload two images, there's the more attachments 'link' below clear your attachment.

Anyway that aside, preferably you use Photoshop for the alignment, guides will help with that. Also, you could use a more smaller canvas instead of a bigger one, less problem on your end.

There is of course openBorStats, downloadable in the file manager, to help you as well.
 
I don't see any reason to use 480x240 size for your sprites

Anyways, using Photoshop is best way for aligning sprites cause you can store each sprite as layer. Do you know to create layers with Photoshop?
 
im trying to add a new character in mr. pierwolf knights and dragons project, all his characters and sprites use thoose sizes, maybe for options like the characer select, because the 4 players match perfectly with the size of 480 x240.

as i said, 0, absolutly 0 skills in photoshop ,and any kind of help would be great guys. u said something about layers, what is that D: ?
 
i want to add "scorn" the first boss of the knights of the round game, always wanted to use him as a playable character :D.

beastie, right now downloading and trying, ty!, maybe it will help with my problem
 
hello again guys, lot of time actually, i left the char editing because of this, always got the sprites "jumpy" in the game, bad alingment, tried fighter factory but was kind of worse. the hting is that in the game, all action sprites like mobs, heroes etc, use the 480x240 pixels and the shadowcoords (218 198) and offsets (225 198), i guess pierwolf did this to make coding kind of easier, since he only have to use the same values for every char.

guy's can anyone help me with this issue, i just want to pass to script and codding for the char, thats a lot of easier to me, but this problem is not allowing me to continue, if anyone got some time, please help this needed photoshop noob.

edit: in the mediafire file, i put a example char "arthur" that shows u like an example how are made the characters in this project
 
You need to replace the old offsets with the new ones you get from fighter factory.  after exporting images it gives you an option to save offsets to a text file.  choose yes, you will have axis.txt, the content will look something like this.
Code:
X axis: 120
Y axis: 220

Use the values you get in this file for the character offset, you can use search/replace function in a text editor to quickly change it (try Notepad+ or similar).  https://notepad-plus-plus.org/  You will have to work out a good setting for the shadow coords yourself.

Alternatively you can align the sprites the way pierwolf did his so they match... 

if you don't want to do that manually, you can use batch process in photoshop to crop the image and resize the canvas to match pierwolfs setup.  Just do the maths to calculate the difference in pixels.  Example if his char is 180 pixels from the leftside, you just do the maths to work out what must be cropped/extended on your own sprites to match.  Repeat this until the canvas and alignment match.  macro record this whole process, and you can run a batch file on the remaining sprites.

I have done this before to fix sprites that were already axis aligned, but were not centered on the canvas.  Really you shouldn't be editing sprites just to save yourself from editing text.  Changing the offsets in the text file is the easiest solution here.
 
I used the Li Hua mob as a base for the playable Li Hua in FHR, and checked offsets with the help of fighter factory. Then I aligned the sprites like Pier did, and voila.
 
thanks you very much for the reply BeasTie and kurisu, doing my best right now to fix this, jsut got the offsets for every sprite, now im editing the wordpad for the animation, i hope this works
 
kurisu can u explain ur way please, looks like u did actually just what im looking for, i dont know how use fighter factory (minimal) how you check the offsets there ?
 
Fighter Factory 3 (The one I ish using) has the option to save the offset as an .txt file called axis. What happens with this axis? That's the secret.

I'll be basing on Seki-Rou's Li Hua to explain this, so sit down and make notes!
First, open your .def file (You know, the mugen character you'll be converting). Then, go check the sprites. Do you notice they have numbers around them? Like, Group and Index? Well, those things determine the actions of the character (Walking, attacking, crouching and so on), and a group of sprites consists of every frame used in every action.

TL;DR: A group of sprites serve to show what your character can do.

You go to the top menu (the one with the "Project/Edit/View" buttons and click on "Sprites". Then, "Save Image (Alligned)..." and a menu with the word "range" will pop up. You have to choose "group" (Like I said earlier, "group" refers to all the frames of an animation, such as attacking or crouching) - the other options like "interval" aren't going to be used. Save your converted sprites, and then a window saying "The axis is X:xx, Y:yy. Do you want to save this information to a file?" Click on yes, and rename the axis.txt file to the animation you're using (For example, I've renamed Li Hua's axis for her idle animation as idle.txt).

Looks hard doing it in the first time, but once you get the grip it becomes autopilot.  ;D
 
thanks for ur reply kurisu and ur patience guys, well im getting some results i guess, what i did first was, liek u xplained, look for a scorn character in mugen to follow ur steps literally, hopeless at begining but actually i found 1 and downloaded  :D . opened the def file  to fighter factory, i started to xtract the sprites but somehow it wasnt what i spected (in some points). for every single animations there are some specific offsets, and also some groups also usses the same sprites so its like the same, actually getting a lot of time the same sprittes for diferent group of animations. the thing im trying to do is to add the 38 sprites i need and make them all fit on the pier offsets and 480x240 box. i also tried beastie method and i got something like this:

0,0, 0-0.png, 46,83 ? usepal = 0,0
0,1, 0-1.png, 43,84 ? usepal = 0,0
0,2, 0-2.png, 43,85 ? usepal = 0,0
0,3, 0-3.png, 44,83 ? usepal = 0,0
0,4, 0-4.png, 43,84 ? usepal = 0,0
0,5, 0-5.png, 43,85 ? usepal = 0,0
0,6, 0-6.png, 36,89 ? usepal = 0,0
0,7, 0-7.png, 36,88 ? usepal = 0,0
0,8, 0-8.png, 60,73 ? usepal = 0,0
0,9, 0-9.png, 49,80 ? usepal = 0,0
0,10, 0-10.png, 46,94 ? usepal = 0,0
0,11, 0-11.png, 59,84 ? usepal = 0,0
0,12, 0-12.png, 47,73 ? usepal = 0,0
0,13, 0-13.png, 47,79 ? usepal = 0,0
0,14, 0-14.png, 36,89 ? usepal = 0,0
0,15, 0-15.png, 36,88 ? usepal = 0,0
0,16, 0-16.png, 32,80 ? usepal = 0,0
0,17, 0-17.png, 47,80 ? usepal = 0,0
0,18, 0-18.png, 41,73 ? usepal = 0,0
0,19, 0-19.png, 41,73 ? usepal = 0,0
0,20, 0-20.png, 47,73 ? usepal = 0,0
0,21, 0-21.png, 47,73 ? usepal = 0,0
0,22, 0-22.png, 76,69 ? usepal = 0,0
0,23, 0-23.png, 82,59 ? usepal = 0,0
0,24, 0-24.png, 27,125 ? usepal = 0,0
0,25, 0-25.png, 54,86 ? usepal = 0,0
0,26, 0-26.png, 54,86 ? usepal = 0,0
0,27, 0-27.png, 41,82 ? usepal = 0,0
0,28, 0-28.png, 31,60 ? usepal = 0,0
0,29, 0-29.png, 55,78 ? usepal = 0,0
0,30, 0-30.png, 55,56 ? usepal = 0,0
0,31, 0-31.png, 57,31 ? usepal = 0,0
0,32, 0-32.png, 45,46 ? usepal = 0,0
0,33, 0-33.png, 44,55 ? usepal = 0,0
0,34, 0-34.png, 44,64 ? usepal = 0,0
0,35, 0-35.png, 44,61 ? usepal = 0,0
0,36, 0-36.png, 82,59 ? usepal = 0,0
0,37, 0-37.png, 41,82 ? usepal = 0,0
0,38, 0-38.png, 31,60 ? usepal = 0,0

idk if i did it well, but somehow i centered to the axis. i got every single sprite aling to "bottom center" function of fighter factory, now the deal with this is that animations like, atacking for example, when the sprite of the char extend his arm, because all the animations are centered, in the game it will look like he never actually moves a litle foward to extend his arm, i dont know if u get my point  :O.
PD: sry about my english guys
 
sprites should be centered to one axis, any movement in the animation needs to be coded in openbor (using velocity etc), instead of modifying offsets.
 
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