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 freakin offesets... 
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Joined: Sat Jun 16, 2007 2:31 am
Posts: 2982
Location: Texas
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Post freakin offesets...
i need help with those freakin offesets, so you you are really good at them pm me or post here. i have a job for you to do. it involves those freakin offesets for the newest S.R.C. actor, so i need help ASAP. thats a soon as possible. you will get thanked when the mod is released.


Sat Sep 08, 2007 4:20 am
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Joined: Sat Jun 16, 2007 2:31 am
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Location: Texas
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Post Re: freakin offesets...
ok, anyone?


Sat Sep 08, 2007 1:59 pm
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Joined: Sun Jun 24, 2007 6:13 am
Posts: 505
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Post Re: freakin offesets...
Bad Whitty, doubleposts are bad. And hte reason why people failed to contact is that YOU OD NOT ASK PEOPLE TO DO ♥♥♥♥, YOU ASK FOR LESSONS. Give a man, teach a man, etc.


Sat Sep 08, 2007 4:17 pm
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Joined: Fri May 11, 2007 4:30 pm
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Location: England
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Post Re: freakin offesets...
I am willing to partly enlighten you... and then the teacher must be taught...
Code:
AddAmmo = Magazine
   InstanceName = A Gun Magazine
   Mass = 2
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = My gun lalala.rte/Images/Magazine.bmp*
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -2

These offsets relate to the file mentioned* and X = 0, Y = 0 would be the very middle of the gun
If you want it perfect you either need the picture grided (put a coloured pixel every other pixel and work it out by counting the individual pixels) BUT SAVE FIRST (then don't save after :P )
Code:
AddEffect = Attachable
   InstanceName = A Muzzle Flash
   Mass = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = My gun lalala.rte/Images/MuzzleFlash02.bmp
   FrameCount = 3
   SpriteOffset = Vector
      X = -18
      Y = -6

I'm not sure on this I think the offset is in the MIDDLE of the muzzle flash so you have to put it on the 'grid' of the gun mention above... so basically you have to have it a few pixels further than the barrel of the gun

however I'm not certain on "JointOffset = Vector""ParentOffset = Vector"and a few others... I assume body parts and stuff work in a similar way


Sun Sep 09, 2007 2:05 am
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Joined: Sat Jun 16, 2007 2:31 am
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Location: Texas
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Post Re: freakin offesets...
i know HOW to do them, they just skrew up for me. badly. like legs are over heads. and feet are in the ground.


Sun Sep 09, 2007 2:18 am
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Joined: Sun Jun 24, 2007 6:13 am
Posts: 505
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Post Re: freakin offesets...
Then you obviously don't ♥♥♥♥ know how.


Sun Sep 09, 2007 2:30 am
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Joined: Fri May 11, 2007 4:30 pm
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Location: England
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Post Re: freakin offesets...
whitty wrote:
i know HOW to do them, they just skrew up for me. badly. like legs are over heads. and feet are in the ground.


lol you noob, just read Pyrorex's post


Sun Sep 09, 2007 2:36 am
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Joined: Tue Aug 28, 2007 6:52 pm
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Post Re: freakin offesets...
It's easy dude, I'm new to this ♥♥♥♥ too.

Now, I don't know exactly where on the actor the point of origin is, but look at this gird.

What I do, and I suggest you do, is first start off by playing with the Y, to get it at the height you want, then bring it in with X.

Just play around with it, yes it sucks but thats how I learned.

Now go get em' tiger!


Sun Sep 09, 2007 5:32 am
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Joined: Sat Feb 03, 2007 7:11 pm
Posts: 1496
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Post Re: freakin offesets...
Errr... Bling, as far as I know, (and I know
a lot), there aren't any offsets in CC that apply to that grid.


Most of the time -y is down, and -x is to the right.

Except on the parent offset of an actor, in which case it is the opposite.

And all other offsets are offsetted from the sprite offset.

And the sprite offset should always be in the middle of the sprite.


Sun Sep 09, 2007 6:23 am
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Post Re: freakin offesets...
zalo wrote:
Most of the time -y is down, and -x is to the right.


yeah CC is wierd in that way... mistake by data?


Sun Sep 09, 2007 1:19 pm
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Joined: Tue Aug 28, 2007 6:52 pm
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Post Re: freakin offesets...
zalo wrote:
Errr... Bling, as far as I know, (and I know
a lot), there aren't any offsets in CC that apply to that grid.


Most of the time -y is down, and -x is to the right.

Except on the parent offset of an actor, in which case it is the opposite.

And all other offsets are offsetted from the sprite offset.

And the sprite offset should always be in the middle of the sprite.


Yeah I know, I was actually playing with a muzzle offset because the way it's drawn it's not conventional, so sometimes when I would bring the -x down more, it would go to the left, but then when I brought it back up, it would still go to the left.

I don't really understand it at all, but thats the best advice I could give.


Sun Sep 09, 2007 7:22 pm
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Joined: Sun Aug 05, 2007 7:31 pm
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Post Re: freakin offesets...
First off, thanks bling and robolee! I understand sprites now.

Second ... I've just started modding, but I get the impression you're both right. Cortex uses a standard grid, like Bling posted. It's just it implements it in a kinda backwards way. If you offset something, you move it from it's current position. But most offsets are related to something else.

SpriteOffset is used to position the picture on-top-of an anchor point. The anchor starts at 0, 0 (using Bling's graph), so you would move the picture of a gun, backwards (-x) and down (-y) until the anchor is centered on the picture.

ParentOffset 'moves' the parent, as compared to the child sprite.

For clones, robots etc. JointOffset moves the joint, and I believe this is compared to the SpriteOffset.

I can't say that this was the logic behind Data's work, but it does make sense. Trying to get used to it is some learning curve, though ... :roll:


I couldn't find that info anywhere, but if there is a related forum post, please tell me!


Tue Sep 11, 2007 1:05 am
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Joined: Tue Aug 28, 2007 6:52 pm
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Post Re: freakin offesets...
Yeah, right now Monky is making a sweet program for weapons, now if only there was something for actors, with a visual demo of what your guy looks like, that would make things SO much easier.

Why hasn't anyone gotten down on this and became a millionaire?


Tue Sep 11, 2007 4:12 pm
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Post Re: freakin offesets...
Uh, prolly cause the dozen or so people on here that actually would want to pay for that, could make that program themselves! I'd do it, but I haven't modded CC enough to know the variables.

Hmm .... DATA!


Tue Sep 11, 2007 9:27 pm
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Joined: Tue Mar 27, 2007 4:23 pm
Posts: 76
Location: somewhere in Florida
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Post Re: freakin offesets...
LISTEN! to move a gun forward, X = 0 to X = 1
To move a gun down, Y = 0 to Y = 1

X is positive, Y is negative...


Thu Sep 13, 2007 4:33 am
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