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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: No "Error at line #" or whatever screen?
StanceOffset and SupportOffset are where the gun is held.
StanceOffset is the default pose, and SupportOffset is where it is held when in "sharp aim" mode.
Support Offset is where the secondary hand is.
For offsets, the X value is standard coordinate plane, but the Y value is inverted; eg high Y values mean it's held lower.
As for where the offsets are done from, I haven't the foggiest. I just adjust until they're correct.
And yes, a value of 1 in an offset is a single pixel.
Bonus: EjectionOffset is where shells are launched from the gun, and MuzzleOffset is where both the muzzleflash and the bullets are created.
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Thu Aug 14, 2008 11:23 pm |
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Ehrenmann
Joined: Sat Oct 20, 2007 5:13 pm Posts: 61 Location: Somewhere with marijuana.
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Re: No "Error at line #" or whatever screen?
I love you Grif. EDIT:: WHOOPS NOT DONE BEING DUMB YET. What is RTTRatio and is it important?
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Thu Aug 14, 2008 11:42 pm |
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Ehrenmann
Joined: Sat Oct 20, 2007 5:13 pm Posts: 61 Location: Somewhere with marijuana.
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Re: No "Error at line #" or whatever screen?
And now you guys get to see the product of your supervision and my labor. I lurve you guys.
Extra lesson learned; sprites look a LOT bigger in game.
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Fri Aug 15, 2008 2:19 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: No "Error at line #" or whatever screen?
RTTRatio is the round to tracer round ratio.
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Fri Aug 15, 2008 2:20 am |
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Ehrenmann
Joined: Sat Oct 20, 2007 5:13 pm Posts: 61 Location: Somewhere with marijuana.
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Re: No "Error at line #" or whatever screen?
Ah. So the higher it is, the less tracers there are?
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Fri Aug 15, 2008 2:35 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: No "Error at line #" or whatever screen?
Yes; if I'm correct, the variable is the number of regular rounds per tracer, so if RTTRatio = 5, 5 regular rounds would be shot, then a tracer, then 5 more regular rounds, and so on, until the magazine is empty.
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Fri Aug 15, 2008 4:15 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: No "Error at line #" or whatever screen?
Uberhen: you're correct.
Unless Data's changed how the variable works (almost assuredly he hasn't) since DIRT B22, that's perfectly correct.
From B22 .txts: # Tracers / rounds ratio. 0 means no tracers. # e.g. 3 means every third round will be a tracer.
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Fri Aug 15, 2008 5:08 am |
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Ehrenmann
Joined: Sat Oct 20, 2007 5:13 pm Posts: 61 Location: Somewhere with marijuana.
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Re: No "Error at line #" or whatever screen?
Yeah, that's what I thought. Anyway, now a question that is not related to CC modding, and should probably instead go into the Art Forum (but I don't want to make another thread), and I doubt either of you will care to answer. GIMP. Seriously, I'm just baffled on how to use this for spriting. Do I go to a ridiculous zoom and use a tiny brush? I'm bad at doing things with a smooth line. It's just hard for me. Any advice on using GIMP in general?
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Fri Aug 15, 2008 5:45 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: No "Error at line #" or whatever screen?
Don't use GIMP, at least not for spriting.
If Paint isn't good enough, I'd suggest Graphics Gale. It's specifically designed for spriting.
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Fri Aug 15, 2008 5:54 am |
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Ehrenmann
Joined: Sat Oct 20, 2007 5:13 pm Posts: 61 Location: Somewhere with marijuana.
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Re: No "Error at line #" or whatever screen?
I just don't get how people would have the patience to do all that shading and whatnot on rockets and such. I tried and like, a minute in I was like "fudge this."
But thanks for the suggestion, I'll look it up. You're a huge help.
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Fri Aug 15, 2008 5:55 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: No "Error at line #" or whatever screen?
I use GIMP for spriting. I start with an RGB mode image and convert it to CC's palette. I guess it took a little getting used to, but it's perfectly usable. Grif is right, check out graphics gale. GIMP isn't intended for spriting; I just prefer it because it has many other features like filters, etc. This tutorial shows a great way to get started in spriting, especially if you're good at sketching/ drawing. Ehrenmann wrote: I just don't get how people would have the patience to do all that shading... For shading, I just use a gradient. Sometimes gradients don't look that good in CC's palette, though. Here is another set of tutorials if you want to learn how to sprite.
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Fri Aug 15, 2008 7:19 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: No "Error at line #" or whatever screen?
Gradients are good if you've got a program that can do dithering.
Dithering is not fun to do manually. Believe me.
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Fri Aug 15, 2008 7:41 am |
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Ehrenmann
Joined: Sat Oct 20, 2007 5:13 pm Posts: 61 Location: Somewhere with marijuana.
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Re: No "Error at line #" or whatever screen?
Dithering? That's kind of a strange word. Erm, what IS dithering?
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Fri Aug 15, 2008 10:18 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: No "Error at line #" or whatever screen?
It's a method of shading. It resembles a checkerboard of differently colored pixels, instead of solid lines of differently colored pixels. GIMP has the option to dither when you convert an image into CC's palette, usually it's best to leave it at "None," but for more detailed sprites, "Positioned" gives the best results IMO.
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Fri Aug 15, 2008 10:24 am |
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Ehrenmann
Joined: Sat Oct 20, 2007 5:13 pm Posts: 61 Location: Somewhere with marijuana.
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Re: No "Error at line #" or whatever screen?
Ah. And what IS the CC palette? I've not encountered any problems involving it.
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Fri Aug 15, 2008 12:33 pm |
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