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annicellin

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Posts posted by annicellin

  1. On 4/18/2024 at 8:42 PM, Tokei said:

    Hmm, there is an approximation that can be done which will probably be good enough. The point 2 is misleading; what is seen in the UI is a blend of the background + layers. You can't separate them as it's already a final image, if that makes sense. But you could in theory extract a transparency value by using a black and white background version of the composite image. Then do some math magic and approximate the bgra values.

    I've added the option in 1.1.0, though it's a bit awkward to use (found in File > Export as PNG...).

     

    Hey I just want to mention that I'm grateful for your quick response and thanks for the feature! It worked out fantastically. And yeah the Export is a bit wonky but usually the second time I export it all frames export nicely, usually the first frame is the one that is messed up.

     

    Again thank you for your work! It's deeply appreciated. 😄

  2. On 6/24/2023 at 9:23 AM, Tokei said:

    Well your links are not uploaded properly, so I can't see. Though, the gif format doesn't allow transparency. Most people will simply pick a black background as it is what would yield the best results.

     

    Hi Tokei... I have the same need and I wonder if it's possible to find a workaround? My client requires me to export an effect and convert it as a standard SPR/ACT sprite file for an NPC.

    I have a few suggestions:

    1. Export as APNG (to allow transparency)

    The idea here is to export an animation that can be opened in Aseprite (it accepts APNG) and then mass export the frames as PNGs and send throw them back into ACT Editor.

    2. Export frames as seen in the view UI (allow me to export them as PNGs for transparency so they can be added as sprites).

    Cuts option 1 pipeline steps by a lot and sprite can be manually assembled in ACT editor.

     

    Images below show the fake transparent bg extracted from a GIF file. But also happens with APNG extensions.

    Screenshot 2024-04-18 170853.png

    Screenshot 2024-04-18 170134.png

    Screenshot 2024-04-18 170907.png

  3. Hello all, new person here.

    I'm an avid artist and I work almost exclusively with graphical assets and client side stuff. However, I have questions about how the game handles assets since I'm starting to dwelve into scripting. My final goal is to create cinematic scenes and make the world of RO more believable.

    For that I need to understand what are the limits of the engine.

    I have a couple questions, please be as detailed as possible because any piece of information matters.

    Sprites, acts and scripts

    1. I understand .act files have very specific actions for certain "types" of sprites, like for example, char class sprites have the most actions. How does the client and rAthena understand actions and frames? Can you, through an NPC script, force a NPC sprite to play out a certain action or frames? If so, how?
    2.  If yes, similar to the later, can you force a mob to play a certain frame through a script? Coronary to this: can you hijack a class sprite and give it to a mob to give it more actions to play out?

    Special effects

    1. Can you make custom mob skills? Can you GIVE them a custom special effect (.str file)? If so, how? -- this one is based on the fact that Tokei made a .str editor tool, so I want to use it. This question is important to me because I also want to fix existing mob skills (like NPC FIREBREATH) and give them an animation.

     

    I already made some advancements with my design by giving mobs an "introductory/spawning animation", but its awkward because it only works during instances, I need an NPC to play the intro animation and then have to quickly replace it with the true MVP by spawning them right after the NPC dissapears, so it doesn't cycle thru the frames.

     

    So far these are my questions, thanks for reading.

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