Tribal Clothes - Is it possible?

Nah, it is quite easy. :) But it needs a shitload of time to fix some offsets.
 
Josan12 said:
.... and i hate to mention the goddamned offsets. MAN i hate the FO offset system!
If you're modifying existing critters in 2d... ;) With critters rendered in 3d there's no problem with it at all, since you have frames where was no autocutting thing. Just add frames and click "Create FRM" button!

As I already said: the only problem are movement animations.

To avoid fucking jumping between different animations all you need is to insert first frame from (for example) AA as first frame to any animation that will played next. Frames will be jumping from time to time (while changing some animations), but this is an engine fault - nothing can be done with it.
 
Continuum said:
Josan12 said:
.... and i hate to mention the goddamned offsets. MAN i hate the FO offset system!
If you're modifying existing critters in 2d... ;) With critters rendered in 3d there's no problem with it at all, since you have frames where was no autocutting thing.

Oh, right on. I always wondered what the hell autocutting is. Actually i still don't understand what it is but who cares i never use it.

Continuum said:
To avoid fucking jumping between different animations all you need is to insert first frame from (for example) AA as first frame to any animation that will played next.

This is what Qwerty advised me to do when i was working on the NPC armour mod. But it doesn't work! :

1) take, say, the AA FRM, open it in Frameanimator.
2) then decompile the AT (punch i think) into BMP's
3) insert the first BMP of AT onto the end of the AA animation in Frameanimator.

The offset information from AT is lost as it is still in the .FPR file!
thus you don't get an accurate sequence of the FRM's flowing together.

I don't understand how this can work. The only way i've ever been able to resolve jumping between animations is to labouriously trial and error them in-game.

Continuum said:
Frames will be jumping from time to time (while changing some animations), but this is an engine fault - nothing can be done with it.

Yup, this is my experience. I don't think i'll ever understand FO offsets fully. There are lots of strange sub-rules, such as how some FRM's 'follow' others offsets. There is alot of differences between how the X and Y axis are treated. And there seems to be a strange thing with odd and even number offsets on the X axis. Maybe Jochua would know.
 
Josan12 said:
Oh, right on. I always wondered what the hell autocutting is. Actually i still don't understand what it is but who cares i never use it.
Autocutting will cut the image to the smallest (possible) "rectangle". This is good for reducing size of single FRM. When you're modifying existing FRMs autocutting may be off - they're already "cropped".

This will work with:

- critters,
- scenery which isn't animated forever (doors) or where every frame has the same dimension,
- walls (walls can be animated and they can be large as scenery can be).

But if you want to animate (forever) scenery where even one frame (or last is different than first?) has different dimension than others you must disable autocutting, otherwise such scenery will be slowly drifting into right every freaking cycle.

But looks like engine has no problems with heavy weight FRMs. I converted an animated oil pump from FOT (15 frames 377x302 and size 1.63 MB :lol:).


Josan12 said:
This is what Qwerty advised me to do when i was working on the NPC armour mod. But it doesn't work!
For me this was working like it should. But this was done with critter I made in 3d, so I didn't have any problems with Frame(s) Offset(s).
 
If I don't want to mess with the offsets, I take a frm that fits good for my idea and "overpaint" the bmp image. Then I open the project in frm Animator again and include the new bmp. After that I delet the old and save as new frm -> works fine.

As example, my bald head combat armor guy - I never edited the offsets from this critter because I never changed the size of the bmps/ the actual frame.
 
Continuum said:
With critters rendered in 3d there's no problem with it at all, since you have frames where was no autocutting thing. Just add frames and click "Create FRM" button!
This is probably the most convenient issue regarding the new sprites being made by using a 3D rendering software.

Although I've cut the bmps and adjusted the offsets manually while making the girl critter, there wouldn't be much difference if those frames weren't cut at all - only the filesize would be somewhat bigger, but today's hardware can take care of that.

So, the ball has been passed to 3D once again.
 
lisac2k said:
So, the ball has been passed to 3D once again.
And will stay there ;) It's the only reasonable way of doing any new critters and it's very effective, since you can use the same rigs/animations for every female/male variant.

Sure, you can somehow edit existing critters, but I don't even want to think how large amount of work/time you need to spent to get a decent results. Also, any "shortcuts" (to speed up the process) that you'll use during modification will be visible as hell.
 
Agreed, pixel editing is a more time consuming and tedious process. The onyl real way of doing this is in 3d from scratch, once the new rig is set up then the next critter will be a lot quicker to make.

A sort discription of what the offset really is:
To understand what the offset is you need to understand why it is there. Frame Animator has a function called "Auto-Cutting" which will trim down each frame to the smallest possible size and adjust the offset to the frame is still in the same place. It's all about making the FRMs the smallest possible size so that it's a smaller image to load into the engine, which was a good idea ten years ago with those old computers, it doesnt matter these days though. Anyway the whole point of the offset is to adjust the image to the correct location after the canvas has been cut to the smallest possible size. So if you trimmed 35 pixels fronm the bottom on the image then you would need to increase the vertical offset by 35 so the image stays where is was. Likewise if you are editng a FRM by hand and increase the canvas size by 10 pixels you need to decrease the offset by the same ammount (more or less, I think the X axis is measured from the center where as the y is measured from the bottom, therefore if you increase the width by 10 you would decrease the x offset by 5 because its relative from the center, but the y axis is measured from the bottom edge so its not split).

Anyway forget the whole pixel editing and instead go down the path Continuum and Lisac are sugesting.
 
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