View unanswered posts | View active topics It is currently Tue Jan 07, 2025 12:34 am



Reply to topic  [ 17 posts ]  Go to page 1, 2  Next
 Weird glitches with sprites. 
Author Message
User avatar

Joined: Mon Dec 08, 2008 1:11 pm
Posts: 17
Reply with quote
Post Weird glitches with sprites.
I'm not sure what's wrong, but I think it's a problem with the pallette, though I'm pretty sure I recoloured in the CC pallette. I'm new at modding, so bare with me if I make some very obvious/noobish mistakes.

To recolour it in the CC pallette, I used the custom gun template, replaced some sprites (without changing their name, though) and then used the original template sprite to recolour my own sprite with its colours. That could be a mistake, though I'm not sure.

Image
What it looks like in the menu.

Image
Image
And what it looks like in-game.

There are no problems with the gun itself, though. It fires as any other gun and can reload/be dropped/be picked up. It's just this one thing that's been bugging me and I want it fixed before doing anything fancy.

If you want the actual sprites + .ini files, just tell.


Mon Dec 08, 2008 1:27 pm
Profile
User avatar

Joined: Mon Aug 18, 2008 5:29 pm
Posts: 607
Location: Ukraine,Odessa in the ASC bunker-base
Reply with quote
Post Re: Weird glitches with sprites.
Well the *glitch* is not a glitch . Its a bug . Your sprite isnt in cc palette .


Mon Dec 08, 2008 1:37 pm
Profile
User avatar

Joined: Mon Dec 08, 2008 1:11 pm
Posts: 17
Reply with quote
Post Re: Weird glitches with sprites.
Oh, well, could you tell me how to put it in pallette? I was sure I did it right, but apparently not?


Mon Dec 08, 2008 1:40 pm
Profile

Joined: Sat Aug 30, 2008 1:58 am
Posts: 104
Reply with quote
Post Re: Weird glitches with sprites.
A sprite not being in palette is not a bug.

To get your sprite into palette, take a copy of any existing CC sprite which is in palette and paste your sprite into it. Then save it as whatever you need.


Mon Dec 08, 2008 4:44 pm
Profile
User avatar

Joined: Mon Dec 08, 2008 1:11 pm
Posts: 17
Reply with quote
Post Re: Weird glitches with sprites.
Thanks, it seems to work now.

Except for the reloading animation which is a bit weird, but other than that, it completely works.


Mon Dec 08, 2008 4:55 pm
Profile

Joined: Sat Aug 30, 2008 1:58 am
Posts: 104
Reply with quote
Post Re: Weird glitches with sprites.
Glad to hear it =]


Mon Dec 08, 2008 6:34 pm
Profile
User avatar

Joined: Mon Dec 08, 2008 1:11 pm
Posts: 17
Reply with quote
Post Re: Weird glitches with sprites.
Other problem now.

I changed the location of my mod and now the game says:

Abortion in file .\system\contentfile.cpp, line 549, because:

failed to load datafile object with following path and name:

Delta.rte/Devices/weapons/M4A1/M4A1/Images/casing000.bmp

The last frame has been dumped to 'abortscreen.bmp'

Help? I can't find this .\system\contentfile.cpp.


Tue Dec 09, 2008 7:32 pm
Profile
User avatar

Joined: Mon Aug 18, 2008 5:29 pm
Posts: 607
Location: Ukraine,Odessa in the ASC bunker-base
Reply with quote
Post Re: Weird glitches with sprites.
Problem is here
Code:
Delta.rte/Devices/weapons/M4A1/M4A1/Images/casing000.bmp


The game cant find that file . Look in your ini file . You wrote the casing000.bmp is in Delta.rte/Devices/weapons/M4A1/M4A1/Images but the real image isnt there .


Tue Dec 09, 2008 7:48 pm
Profile
User avatar

Joined: Mon Dec 08, 2008 1:11 pm
Posts: 17
Reply with quote
Post Re: Weird glitches with sprites.
grenade wrote:
Problem is here
Code:
Delta.rte/Devices/weapons/M4A1/M4A1/Images/casing000.bmp


The game cant find that file . Look in your ini file . You wrote the casing000.bmp is in Delta.rte/Devices/weapons/M4A1/M4A1/Images but the real image isnt there .


It's there alright, I checked it 3 times. It's there.

EDIT: I found the bugger, I copy pasted M4A1 once too much. (I copied from /devices/weapons/M4A1/M4A1.ini and copied the last M4A1 too.)

Sorry for the noobish questions. :p


Tue Dec 09, 2008 7:49 pm
Profile
User avatar

Joined: Fri Mar 21, 2008 4:09 am
Posts: 65
Reply with quote
Post Re: Weird glitches with sprites.
Oh, it doesn't matter :)


As long as you try something before you ask a question about it, no one here seems to mind. After all, asking questions makes you understand everything better, as long as the answers are correct.


Wed Dec 10, 2008 4:07 am
Profile
User avatar

Joined: Mon Dec 08, 2008 1:11 pm
Posts: 17
Reply with quote
Post Re: Weird glitches with sprites.
Err, toying around with offsets gave me this problem.

Image

I thought I had accidentally made him hold it with 1 hand some way or another, but apparently not, since I can't hold it with a riot shield.

Any idea why this is happening? I tried to change the secondary vector offset thingy (the one for the left hand).

If you can't see, his left hand is hanging next to him and he's wielding the gun with one hand.

It's damn awesome, but that's not the point, I'm wondering why this happened.


Wed Dec 10, 2008 3:59 pm
Profile
User avatar

Joined: Tue Nov 11, 2008 8:26 am
Posts: 202
Location: Near Aloha
Reply with quote
Post Re: Weird glitches with sprites.
I have this problem too. Basically, the guy can't reach far enough with his support hand to grab the handguard. You will have to move supportoffset back, sharpstanceoffset back, or both. Maybe you can increase Maxlength for the arms, but that could introduce a whole different set of problems.
Finally, you can try moving your BG arm offset as far forward as you can without making the actor look odd.

Lesson: Actors in CC weren't meant to use RL guns.

EDIT: I realized you aren't making actors, just guns. In that case all you can do is mess with the support and sharpstance offsets.


Wed Dec 10, 2008 8:32 pm
Profile
User avatar

Joined: Mon Dec 08, 2008 1:11 pm
Posts: 17
Reply with quote
Post Re: Weird glitches with sprites.
undertech wrote:
I have this problem too. Basically, the guy can't reach far enough with his support hand to grab the handguard. You will have to move supportoffset back, sharpstanceoffset back, or both. Maybe you can increase Maxlength for the arms, but that could introduce a whole different set of problems.
Finally, you can try moving your BG arm offset as far forward as you can without making the actor look odd.

Lesson: Actors in CC weren't meant to use RL guns.

EDIT: I realized you aren't making actors, just guns. In that case all you can do is mess with the support and sharpstance offsets.


So putting the support offset too far spawns a Jean-Claude Van Damme?

Excellent.

EDIT: does any one know what I have to change in the .ini files to lower the recoil/enhance the accuracy? My G36 sprays more than an SMG.


Wed Dec 10, 2008 8:45 pm
Profile
User avatar

Joined: Fri Dec 28, 2007 4:19 am
Posts: 1119
Reply with quote
Post Re: Weird glitches with sprites.
Recoil = Lower mass of the shots.
Accuracy:
NoSupportFactor - Greatly affects gun's accuracy, can't be a negative integer.
SharpShakeRange/ShakeRange - I'm not so sure what it does, but from what I recall, setting it to a high value affects the gun's accuracy.


Thu Dec 11, 2008 12:03 am
Profile
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: Weird glitches with sprites.
Recoil is effected by two things, and both of these things are also factors in the firepower of the weapon.
There's also some workarounds to make things less proportionate.

-Mass of the round particle
This is how heavy the bullet is, and naturally heavier bullets mean more kick.
-FireVelocity of the round
This is how fast the bullet shoots out, and faster bullets also cause higher recoil.
-!- AEmitter recoil altering technique
Shooting an emitter of lower mass/velocity, meaning low recoil, then the emitter can emit the actual projectile at it's full mass/velocity.
-!- TDExplosive recoil altering technique
Shooting a lower mass TDExplosive, meaning less recoil, which instantly gibs into the actual projectile.

Accuracy is effected by several things.

-ShakeRange
How much the actor using it shakes it whilst firing. The higher this is, the less accurate the weapon is.
-SharpShakeRange
Just like ShakeRange, but it applies to when your actor is actually aiming with the sights; when you see the three yellow dots.
-NoSupportFactor
The lower this is, the more accurately the actor can fire the weapon when the other hand isn't helping, because it's busy with another device or blown off or whatever.
-ParticleSpreadRange
This is the precision, the spread of the particles. For example, the Ronin sawed-off has a really high spread, while a sniper rifle would have a really low spread.

Firepower (even if you didn't ask) is effected by four things, in the case of MOPixels. You'll notice some of these also effect recoil.

-Mass of the round particle
This the the weight of the bullet, and naturally higher bullet mass means more punch.
-Sharpness of the round particle
This is how sharp a bullet is. It's simply how well it penetrates things; such as enemies or terrain. But it's only one of three factors in penetration.
-FireVelocity of the round
This is how fast the bullet goes when fired. Naturally, a bullet will penetrate more when it's shot at you than it would slingshot'd or thrown at you.

-ParticleCount of the round
This is how many particles the gun shoots; and more particles mean more inflicted wounds, should the particles all penetrate. The best example is a shotgun, and the shot they shoot, many smaller projectiles that aren't terribly impressive alone, but have a devastating cumulative effect.


Thu Dec 11, 2008 12:50 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 17 posts ]  Go to page 1, 2  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.049s | 13 Queries | GZIP : Off ]