Author
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Topic: Animation Question
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Leprendun |
posted 11-02- 04:28 PM CT (US)
Another question, a little more specific. OK, I took all the walking duck graphics and colored them black, hoping to make an animation of a walking duck. I have them showing up in Dink Edit, but I have them set to walk. They walk, alright, but as soon as they start, they turn into the regular ducks, not the graphics I made. Does anyone know why?
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Leprendun
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posted 11-03- 10:48 PM CT (US)
Ok, I know a little more info now. In DinkEdit, the duck's brain is set to 3, which is good, because it should move the same as a regular duck, just a different color. But with the brain set at three, it reverts to normal duck sequence. How can I change my revised duck to move like the original duck? |
Sphinx
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posted 11-04- 02:52 AM CT (US)
Ummm... that brain is just for the regular ducks... you could just replace the original duck graphics with yours in the same folder with the same file names... But then, you wouldn't have the original ducks anymore... Of course... you could have the duck graphics change as you need different ducks in the same way the wizard graphics were changed to Seth graphics in the original game (which is to have files that change the ini settings within the game...) but you could never have two different types of ducks on the same screen... Just a few ideas, maybe somebody else will expand on them or come up with something better. Good Luck! |
someone2
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posted 11-04- 10:09 AM CT (US)
I doubt it is the brain, unless Seth did something stupid. The '3' brain simply allows you do have an 'alive after death' sort of thing.Most likely it's the sequence. If this is the case, they are black then change to white on the first frame (which is how you explained it). Simply change the sequence. If you have a script, do this with sp_seq, otherwise press 4(?) to change it in DinkEdit. |
Leprendun
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posted 11-04- 09:41 PM CT (US)
Before I start, please forgive the stupid newbie. I'm getting very frustrated, so I'll just explain everything to the minutest detail. OK, for my dmod, I want two types of ducks; regular (the ones that game with the game), and black ducks. All I did to make the black ducks was to edit every duck graphic that was part of the origianl Dink Smallwood, coloring each frame black. So now I have six new sequences identical to the origianl duck sequences, except the color. I added these sequences in my .ini file with the line: load_sequence graphics\dduck\bdk1w- 844 75 etc. etc.and all the sequences and frames show up in Dink Edit, in the spots 844-849. OK, so I put a sprite down somewhere and attach a scripts to it, giving it a duck brain and the rest of the duck attributes. As soon as it starts walking, it changes into a regular duck. Now if someone knows the answer, please post. I will be in your eternal debt if you can help me figure this one out.
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someone2
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posted 11-05- 10:25 PM CT (US)
Setting the seq to 840 doesn't work?Oh, and did you set the lines right? I think ducks walk diagonal, so you need to set: load_sequence graphics\dduck\bdk1w- 841 75 load_sequence graphics\dduck\bdk3w- 843 75 load_sequence graphics\dduck\bdk7w- 847 75 load_sequence graphics\dduck\bdk9w- 849 75 The first two numbers is the seqence, and the last one is the direction. So setting the sequence to 840, Dink will call sequence 847 if you walk in the 7 direction (north-east ... see numpad).
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someone2
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posted 11-05- 10:28 PM CT (US)
It may be easier to understand:847: base_walk should be set to 840 and the 7 is the direction (north-east) |
FF4LIFE
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posted 11-12- 06:16 AM CT (US)
When you give it the brain 3 in dink edit, it automaticly sets base walk and base death and some other stuff. Just set it to 3, the hit 6 or whatever the base walk button is, and put in yours. 840 did you say? That should work. |