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Spheres

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Everything posted by Spheres

  1. Here is my most recent attempt at doing a front side view. I am not extremely happy about it as it looks more full side view rather than 45 degree angle. Nevertheless i thought it would be a good idea to show you what i've made to get some comments on it. Any spriter who is looking at this please help me out a bit ( especially on the head part). I'd appreciate it even more if someone could show me a sample of how this head could be done properly at a 45 degree angle. Only a sample, no coloring / shading just an outline to help me out.
  2. Okay i really would like some help with this part. I'm doing the heads on different angles as i like the drooping hat / scarf concept above. However i can't get a 45 degrees angle properly, this is what i am currently working with. The one on the right is for reference ( rotated the left one ) for the angled versions ( like the one on the bottom ). Can anyone please help me out here, as i have no idea where to even start.
  3. Seeing as i can't find a way to make it work for mounted chars i revised it, it's still partially the dragon scarf concept but now it's more of a drooping hat . I think its pretty nice but i need some help with the wings, i feel something is missing on those.
  4. I have a question ( it might seem dumb of me ) about sprites. I currently scaled this on the novice body so i can understand it would work on that. However seeing as there are body's such as Mechanic in his Mado suit and Ranger/LK/Pala/Royal Guard/Rune knight being Mounted, how do i get the scarf scaled properly for them? If it isn't possible unless i make it overall big enough to fit the biggest sprite i will take a slightly different concept of the dragon scarf i've been thinking of..
  5. Thanks It really makes me happy to know i'm not going FUBAR on this As for the darkness and eyes, here is my latest attempt ( i'm pretty sure i could improve it but i really need some pointers as to how ). Added the color table that i used for this dragon.
  6. Here is my latest attempt ( made with the selection of the color table ). Also lowered the head a little and tried to give it some feeling of depth and form by using shading. I'm pretty happy with the way it turned out, let me know what you guys think .
  7. I used the palettes that Fanoe sent me for this attempt, got rid of any other colors not in the palette ( kept the fire animation ).
  8. As you asked me to make a gif i figured, why not .. I tried editing back the dragon, i think personally it looks better now, and the fire is now animated. Tell me your thoughts . EDIT ~ I tried making an darker version, it feels a bit more natural to me. ( love the "real" red from the left side but don't know how to shade it properly ). EDIT 2 ~ Tried making another dark color which seemed to work too. Heres is my most recent attempt trying to get the dragon to look down . It is somewhat different from the ones above.
  9. Heres is my second attempt ( without a dragon which i just can't draw to my liking :S ). Tried to make the flames a bit more lively with different tones . Also used black to give the scarf some outlining ( was that a good idea in your opinion?? ). Lastly, i know the colors a bit strong, any idea how to make it less..... standing out without wrecking the looks??
  10. I love sprites and well any digital artwork to be honest so i decided i'd give spriting a go myself. What i would like is for people to give an god honest opinion ( even if it mortally wounds me ). Besides that i would like to get some advice on what i should focus on, basicly on where and how i can improve. Also if anyone has tips on how to draw a dragon head facing down i'd love to hear it. For now it is only the front view, i wanted to get some feedback before starting on other angles. Scarf.bmp
  11. Hmm apparently the person who let me use the sprites he had on his server went beserk with encrypting over half his files . Thanks for the help though, i guess i'll have to search / download the files that were encrypted. Good to know that it's encrypted, means it cannot be fixed ( at least not without knowing the encryption pattern if i'm not mistaken ).
  12. Hey there, me again . I've been working with sprites and i figured id be trying to recolor sprites, i eventually came up to this particular item called Zoro Swords or also known as Ancient Samurai Swords. Problem is no matter what i try, using SPR Conview, actor, actor2, renaming it, placing it on my desktop even it won't open it just says "error opening file.....", when i try to convert .spr to .bmp it gives the the error "invalid pointer operation". Also it gives the following error when i try to press okay, it gets stuck on this error so clicking it away will just pop it back up: I will include the Accessory sprites so you guys can take a look. Please guide me on how i can fix this issue ( i don't want to just download it from somewhere else i want to be able to fix it myself ). http://www.megafileupload.com/en/file/554671/Zoro-Sword-act.html http://www.megafileupload.com/en/file/554672/Zoro-Sword-spr.html I really would appreciate the help. ~ I know i can get them from http://spriterepository.com/index.php?/files/file/139-zoro-swords/ but it wouldn't help me resolve issues with the ones i can no longer find.
  13. NVM problem solved. It was caused by the rental npc giving a peco peco and not a dragon. For other people ~ If it does not show any dragon mount but also doesn't give errors go to your npc\breeder.txt and do the following ~ //setriding; // replace ^ with the following set @flag, select("Green:Black:White:Blue:Red"); setdragon @flag;
  14. Thanks for the quick response, it worked .
  15. Hey there, I'm hoping someone can help me with some trouble i've been getting. I am missing an .spr and .act file for my titan wings so i figured i'd do the work myself. I tried to make them from one of the .bmp files retrieved from converting .spr to .bmp of the 남_Titan_Wings.spr. This is the file that i used Titan_Wings0003.bmp I use GIMP to edit the file, resized it to 24 by 24 pixels, used Color to Alpha and saved it as an 8bit .bmp file. It turns out like this Titan_Wings0003.bmp However this is how it ends up after i convert from .bmp to .spr Titan_Wings20001.bmp I am likely doing something wrong here but i just don't get it. If anyone has expertise using MS Paint or GIMP for spriting please tell me what i did wrong. I don't have the option of using Photoshop so my options are limited.
  16. Hey there guys i got something nice for you . I run an server on revision [16797] and i recently decided to get myself an Homunculus AI. Problem was from all of the current released ai's none of them worked, i got errors or it simply did nothing. I remembered the AI made by Miranda Blade called Mirai and i decided to give that one a try. Needless to say it also didn't work for me, so i decided to stick to 1 and fix whatever was wrong with it. Once i had it fixed i also tried it out on the cool looking Homunculus S mutations but that didn't work. I came up with a quick and dirty fix for it so even when in Homunculus S version it will use it's pre-mutated spells from [ Lif, Filir, Amistr or Vanilmirth ]. ~NOTE: Mirai was NOT developed by me but by Miranda Blade. The original can be found here : http://www.mirandablade.altervista.org/?pg=mirai&lng=en I merely edited a few .lua files to get it to work on revision [16797]. ~Homunculus S skills: Revision [16797] does not have any Homunculus S abilities implemented yet, they are there just for awesome looks . My quickfix in "Step 2 / Step 3" allows the AI to use pre-mutation abilities of [ Lif, Filir, Amistr, Vanilmirth ]. The Mirai_v1_2_2.rar file has a Readme.txt file that guides you through the whole ordeal of getting it ready to use. For those who wish to check out the steps required before downloading / using it see the guide below. If you have any questions about or problems with the AI, please post them in this thread. Please let me know if it also works for other revisions . ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Step 1: - Preferably delete the folders before placing the files from the zip in the ragnarok folder ( Keep a backup just in case ). - Replace the folders "AI" and "AI_sakray" with the files in the zip. Step 2 (Only when using a Homunculus S): - Go into "Ragnarok/AI/USER_AI" and open the file "Standard_Mod.lua" in notepad ( i use notepad++ ). - Go into "Ragnarok/AI_sakray/USER_AI" and open the file "Standard_Mod.lua" in notepad ( i use notepad++ ). Step 3 (Only when using a Homunculus S): - Find the line "HomunS = false" on line 17 and change it to true. - Find the line "OldHomunType = VANILMIRTH" and change it to any of the following [ LIF || FILIR || AMISTR || VANILMIRTH ] ( i set vanilmirth as it is popular ). - Do this for both "AI" and "AI_sakray". Step 4: - Go into "Ragnarok/AI/USER_AI" and open the file "config.exe". - Go into "Ragnarok/AI_sakray/USER_AI" and open the file "config.exe". - Make your changes in both "AI" and "AI_sakray" and click "Save configuration". - The control panel is easy to use so i doubt you will have any trouble there. Step 5: - Ingame type "/hoai" untill you see the message : "Homunculus has been customized.". - Enjoy . Known issues: 10-07-2014 { - Knockback can cause AI malfunction, Homunculus Resurrection fixes the problem. } Mirai_v1_2_2.rar
  17. I've been scavenging through the src files to find a reference to the "job experience gained by the player when a homunculus is involved" situation. I just can't seem to find anything on this, not on the forums or on google for that part >.<. If anyone has a clue where i can find this please notify me, thanks in advance.
  18. Hey there, i have been working with eAthena for a long time now and recently switched to rAthena for obvious reasons. However i have bumped into a problem, the drop chances are behaving EXTREMELY weird. Drop chances of cards for example are always standard 0.01%, i checked db/re/mob_db.txt to see whether the card drop value was the standard value "1" for each mob and that it was. However i changed the droprates in conf/drops.txt from 100 to 10000 to get it to a 10% drop chance. It also says when i use @rates ingame that normal drop rates / Card 100x and boss drop rates / Card 100x. Did not turn out the way i hoped, mobs seem to have random drop chances ( example: poring card = 0.70%, drops card = 0.80%, etc ). Any help would be apreciated, my conf/drops.txt code is shown below. //-------------------------------------------------------------- // rAthena Battle Configuration File // Originally Translated by Peter Kieser <[email protected]> // Made in to plainer English by Ancyker //-------------------------------------------------------------- // Note 1: Value is a config switch (on/off, yes/no or 1/0) // Note 2: Value is in percents (100 means 100%) //-------------------------------------------------------------- // If an item is dropped, does it go straight into the user's inventory? (Note 1) item_auto_get: no // How long does it take for an item to disappear from the floor after it is dropped? (in milliseconds) flooritem_lifetime: 60000 // Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds) item_first_get_time: 3000 // Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds) // (Takes effect after item_first_get_time elapses) item_second_get_time: 1000 // Grace time during which only the first, second and third person who did the most damage to a monster can get the item? (in milliseconds) // (Takes effect after the item_second_get_time elapses) item_third_get_time: 1000 // Grace time to apply to MvP reward items when the Most Valuable Player can't get the prize item and it drops on the ground? (in milliseconds) mvp_item_first_get_time: 10000 // Grace time for the first and second MvP so they can get the item? (in milliseconds) // (Takes effect after mvp_item_first_get_time elapses) mvp_item_second_get_time: 10000 // Grace time for the first, second and third MvP so they can get the item? (in milliseconds) // (Takes effect after mvp_item_second_get_time elapses) mvp_item_third_get_time: 2000 // Item drop rates (Note 2) // The rate the common items are dropped (Items that are in the ETC tab, besides card) item_rate_common: 10000 item_rate_common_boss: 10000 item_drop_common_min: 1 item_drop_common_max: 10000 // The rate healing items are dropped (items that restore HP or SP) item_rate_heal: 10000 item_rate_heal_boss: 10000 item_drop_heal_min: 1 item_drop_heal_max: 10000 // The rate at which usable items (in the item tab) other then healing items are dropped. item_rate_use: 10000 item_rate_use_boss: 10000 item_drop_use_min: 1 item_drop_use_max: 10000 // The rate at which equipment is dropped. item_rate_equip: 10000 item_rate_equip_boss: 10000 item_drop_equip_min: 1 item_drop_equip_max: 10000 // The rate at which cards are dropped item_rate_card: 10000 item_rate_card_boss: 10000 item_drop_card_min: 1 item_drop_card_max: 10000 // The rate adjustment for the MVP items that the MVP gets directly in their inventory item_rate_mvp: 10000 item_drop_mvp_min: 1 item_drop_mvp_max: 10000 // The rate adjustment for card-granted item drops. item_rate_adddrop: 10000 item_drop_add_min: 1 item_drop_add_max: 10000 // Rate adjustment for Treasure Box drops (these override all other modifiers) item_rate_treasure: 10000 item_drop_treasure_min: 1 item_drop_treasure_max: 10000 // Use logarithmic drops? (Note 1) // Logarithmic drops scale drop rates in a non-linear fashion using the equation // Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5)) // Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables) // Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used: // Y: Original Drop Rate // X: Rate drop modifier (eg: item_rate_equip) // X\Y | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // -----+--------------------------------------------------------------- // 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92 // 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13 // 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98 // 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69 // 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64 // 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53 //10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13 //20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100% //50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100% item_logarithmic_drops: no // Can the monster's drop rate become 0? (Note 1) // Default: no (as in official servers). drop_rate0item: no // Increase item drop rate +0.01%? (Note 1) // On official servers it is possible to get 0.00% drop chance so all items are increased by 0.01%. // NOTE: This is viewed as a bug to rAthena. // Default: no drop_rateincrease: no // Makes your LUK value affect drop rates on an absolute basis. // Setting to 100 means each luk adds 0.01% chance to find items // (regardless of item's base drop rate). drops_by_luk: 0 // Makes your LUK value affect drop rates on a relative basis. // Setting to 100 means each luk adds 1% chance to find items // (So at 100 luk, everything will have double chance of dropping). drops_by_luk2: 0 // The rate of monsters dropping ores by the skill Ore Discovery (Default is 100) finding_ore_rate: 100 // Whether or not Marine Spheres and Floras summoned by Alchemist drop items? // This setting has three available values: // 0: Nothing drops. // 1: Only marine spheres drop items. // 2: All alchemist summons drop items. alchemist_summon_reward: 1 // Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) *** // This can be set to any value between 0~10000. // Note: It also announces STEAL skill usage with rare items // 0 = don't show announces at all // 1 = show announces for 0.01% drop chance items // 333 = show announces for 3.33% or lower drop chance items // 10000 = show announces for all items rare_drop_announce: 0 Note!!! Apparently it's bugged even more than i originally thought, when i use @mi poring on 1 character i see all drop chances on 100%, if i go to another character and use @mi poring i get 60% on all items, these stay the same for that specific character so far. My friend tried it to and has 50% on all items :S. Found the problem, it was the client date, it was below 2012-04-10 so it did not work AT ALL.
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