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slee

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Everything posted by slee

  1. PS: i don't know how edit IMF FILE anyone know? it's possible? That's very interesting.
  2. Hello, guys. I just want to inform you this concept should be suspended, until some problems will be solved: 1. Equip Window 2. Head frames You can test a ranger's running and some headgears using my .grf. And may be any of you will solve this problems. For use my grf: 1. Create ranger female character with Female head 1, palette 1 2. Equip Angel Wing Ears (ID 5074) 3. Add tos.grf in your DATA.INI 4. And run. 5. You can use some adapted headgears: Hat of the Sun God (5022), Feather Beret (5170), Cowboy Hat (5075), Big Ribbon (2244), Yellow Ribbon (5278). And for now I'll test animations only, the results will be on RagnaToS Youtube channel. Hope these problems will be solved, and I'll continue work. Thanks! tos.zip
  3. 30 frames per movement. True ToS frame rate. Disclaimer: I didn't care about optimizing, performance and possible lug, all at the maximum. In total, for running in all 8 directions: 240 frames, 150 sprites. And I was wrong about files size. It's about 1.6 MB now. Head still as headgear. Original head sprites are disappears after 9th frame and just blinking while moving 30 frames. Looking for solution. Visible items. So, it's really bad news. It's required to edit every visible headgears, shields, weapons for a new sprite. Good news is almost all headgears are half-compatible with new sprite. And needs just adding 30 frames for every animation (need test attacking, picking, dead statuses), and can be solved by script, may be. I just picked some for example. So, that's all for now. Enjoy my video I'm testing headgears and running: And my questions: Is any solution for render all 30 frames of head? Not only first 9. About frame rate. How it would affect for performance and gameplay? Next step I think to try animate an attacking moves. Thanks!
  4. Thanks! Good question about classes. Actualy there is more classes in Ro than ToS. But beauty of ToS is I can attach class animation to other class model (think even to NPC, don't know now). I wasn't planning to move classes from ToS with skills or other specifications. Only refresh old RO sprites of classes, NPCs, may be some monsters.
  5. Thanks! You're right, it's lot of work. I pinned my hopes on Act Editor's anchors. It's really cool stuff I would have avoided work with accessories. But as it turns out, it not working properly (thx to SusanoSprites for open my eyes). I want to finish ranger class injecting now. And draw conclusions how hard this is and whether to continue. And about Equip Window, yeah, it's looks bad with big images, but for now I don't pay attention to this. So I'm still here, and keep working. I'll write you soon.
  6. It's just for fun for now. I just want to show how related and compatible this two games, and reporting results. But it's posible that It would be more than testing ))
  7. And that's all? just bugged tool? I wasted three days finding solution.
  8. Thanks! the editor its configure for ro sprites. What editor u use?? Edit: or like this. Edit 2: Can you lend me one frame of body and head to test? It's Act Editor Here's what I've started in attachment. ranger.zip
  9. Hello again! I'm just injecting heads at the moment. And I want to show you some pics, for compare ToS and RO sprites. Looks nice and very detailed right? Some classic RO headgears: So, how did I do that? Just using bigger pictures (more than x2 size), and squeezing them to RO size in editor. But this method was failed for head sprites. Look: This is squeezed head in editor and ingame view: And here i'm using 100% RO sized source image: and it's ugly, but properly. I found one temporary solution is using headgear as head: This is an Angel Wing Ears. And it works perfect. So I need your help, guys, to solve this problem. I tried a lot of variations, but no result. I need the editor's view to be same game's view. Thanks!
  10. Thanks! I'm working on this project as posible. It's a just concept for now. I'll definitely report soon.
  11. Perhaps importing some heads too because it just looks off with the old RO heads... I've animated heads before in RO and it's a crazy amount of work so props if you actually do it. I'm thinking about this. But for now I don't know how to export heads from ToS. Because there is no 3D models of heads, but only 2D planes with maps for every angle.
  12. Hello, guys! Today I want to share with you my project. I called it RagnaTos. I really love 2002 RO, and for me there is no alternative to this game. RO2 GotW, RO2 LoTs was a failure. The most interesting option is ToS, but only graphic side. Very beautiful art which looks like classic RO (thanks An Jeong-won). And the Idea of my project is to injecting some graphics from ToS to RO. I started with body sprite, and choose my favorite archer class. And this is the result: No pixel art. Because 3D models are used in ToS But more detailed sprites It is possible to increase framerate. And therefore more smoothly char's movements And it's going to be a one problem. Very bid spr, grf files. Because frame-by-frame animation used in RO. I have no idea how that would affect the game. So let's compare classic RO archer with ToS archer: What's next?If I'll continue working with this project: Add more sprites to spr file for increase framerate. Try to inject other class' sprite or gender. Moved here. Thanks!
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