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 How to create .bmp sprite 
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Joined: Sat Mar 13, 2010 12:13 am
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Location: CZ-Brno
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Post How to create .bmp sprite
I using CS2 and create weps but when i want to use them they gave me eror....

Sorry for my bad English. im CZ


Sat Mar 20, 2010 3:35 pm
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Post Re: How to create .bmp sprite
Use a program that allows you to save as .bmp and in correct palette.


Sat Mar 20, 2010 3:40 pm
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Post Re: How to create .bmp sprite
Do you know any?


Sat Mar 20, 2010 3:53 pm
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Post Re: How to create .bmp sprite
Paint.


Sat Mar 20, 2010 4:00 pm
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Joined: Fri May 15, 2009 10:29 am
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Post Re: How to create .bmp sprite
mspaint, graphicsgale, gimp (i think at least) and some more.


Sat Mar 20, 2010 4:01 pm
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Post Re: How to create .bmp sprite
THX


Sat Mar 20, 2010 4:04 pm
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Post Re: How to create .bmp sprite
okay now the picture is OK, but still I want to ask how to attach silencer... if i want to make it attachable to gun


Sat Mar 20, 2010 4:11 pm
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Post Re: How to create .bmp sprite
Tsunami wrote:
okay now the picture is OK, but still I want to ask how to attach silencer... if i want to make it attachable to gun


Make the sprite, then put this on the top of your gun.ini:
Code:
AddEffect = Attachable
   PresetName = Silencer
   Mass = 0
   HitsMOs = 0 //make it one if you want it breakable
   GetsHitByMOs = 0 //make it one if you want it breakable
   SpriteFile = ContentFile
      FilePath = [SpritePath]
   FrameCount = [Number of sprite frames]
   SpriteAnimMode = 1 // Sprite anim mode?
   SpriteAnimDuration = 250 //Sprite duration?
   SpriteOffset = Vector  //Offset, center of sprite.
      X = -1
      Y = -8
   AngularVel = 6  //Rotation speed, Radians/sec
   EntryWound = AEmitter
      CopyOf = Dent Metal Light //Wound
   ExitWound = AEmitter
      CopyOf = Dent Metal Light
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff  //Material
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   JointStrength = 300  //Strength of joint
   JointStiffness = 0.6  //Stiffness of joint
   JointOffset = Vector
      X = 0
      Y = 0
   DrawAfterParent = 1
   GibImpulseLimit = 1500 //Kinetic force needed to knock attachable off
   GibWoundLimit = 5  //Physical wounds before it breaks.


Edit: woops, forgot this:
Add this anywhere in your gun's script

Code:
AddAttachable = Attachable
      CopyOf = Silencer
      ParentOffset = Vector //Where the silencer will appear.
         X = 18
         Y = 1


Sat Mar 20, 2010 6:30 pm
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Post Re: How to create .bmp sprite
So when i put the silencer once to my gun, then i can put it on the other gun withouth complicate scripts?

and if i make it breakable, can i put sounds with silencer a when breaked without silencer?


Sat Mar 20, 2010 10:59 pm
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Post Re: How to create .bmp sprite
Tsunami wrote:
So when i put the silencer once to my gun, then i can put it on the other gun withouth complicate scripts?

and if i make it breakable, can i put sounds with silencer a when breaked without silencer?


If the gun has the same dimensions, then yes.

Second one would require lua.


Sat Mar 20, 2010 11:49 pm
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Post Re: How to create .bmp sprite
So i created a Glock but cant find a mistake, it gives me error, pls help someone


Attachments:
File comment: Glock (its 18 not 21, mistake)
Glock.rte.rar [2.52 KiB]
Downloaded 163 times
Sun Mar 21, 2010 2:05 am
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Post Re: How to create .bmp sprite
Your index is a .txt first off. Change it to ini.

So the name should be Index.ini

Also, the Muzzle Flash Glock wasn't been created. To create one you need new BMP (Your at the pyro section in base for an idea)

Code:
AddEffect = Attachable
   PresetName = Muzzle Flash SMG // Name, have it unique
   Mass = 0.0001 // Weight, light doesn't have that.
   HitsMOs = 0 //Does it hit other objects. No
   GetsHitByMOs = 0 //Does it get hit? No.
   SpriteFile = ContentFile
      FilePath = Base.rte/Effects/Pyro/MuzzleFlash01.bmp //Muzzle flash bitmap.
   FrameCount = 4 //How much variaty it has.
   SpriteOffset = Vector
      X = -4
      Y = -6
   AtomGroup = AtomGroup //Material
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 2
      Depth = 100
   DeepGroup = AtomGroup //Material Again
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 3
      Depth = 100
   DeepCheck = 0
   JointStrength = 10000 //How much force it takes to detach.
   JointStiffness = 1
   ScreenEffect = ContentFile //A glow for awesome effects
      FilePath = Base.rte/Effects/Glows/YellowSmall.bmp
   DrawAfterParent = 1


The Bmp files have to be something000 - 999.bmp

So in your case, Glock000.bmp and Magazine000.Bmp



If your calling for two frames in the Glock, be sure to have Glock000.bmp and Glock001.bmp. Other wise it will crash.


Also the glock looks like this in game.

Attachment:
ScreenDump003.bmp [74.96 KiB]
Not downloaded yet


How to solve this is rather simple. Copy it, Open with paint., copy it in one version, and paste it in another. Save.

Also, it shoots like a machice gun on steroids.

Other then that its rather nice.


Sun Mar 21, 2010 3:20 am
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Post Re: How to create .bmp sprite
OK now i have muzzle flash and pallete are OK, but it still crash on
Glock.rte/Magazine.bmp ... i dont know why, framecount are = 1 on magazine and weapon and sprites i pasted to paint, copy from paint, paste to other paint and saved, maybe i have a mistake....


Attachments:
File comment: newer, upgrayded, but still crashes...
Glock.rte.rar [2.52 KiB]
Downloaded 160 times
Sun Mar 21, 2010 11:55 am
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Post Re: How to create .bmp sprite
Just to tell you, it's still the old version.
Also, make sure the .bmp is called magazine.


Sun Mar 21, 2010 4:19 pm
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