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FF:Brave Exvius // Defining spritesheet frames help - Printable Version

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+---- Thread: FF:Brave Exvius // Defining spritesheet frames help (/thread-27841.html)

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RE: FF:Brave Exvius // Defining spritesheet frames help - Barack Obama - 12-18-2020

Here is the tool which I am using:

https://mega.nz/file/gcwGUKJL#UnzvISG0zFdPz4MvD0HvlGs55xCB-IM_8WwK125oAmA
Sheet Maker, text file with tutorial is attached.

You basically throw all files in a folder and put that one in another folder. Then you drag it on Sheet Maker (an installed Java version is needed to run) and it creates a sheet for you in the same directory as the main folder. You can colour the background, the blank space in the frames and determine the pixel distance to each frame (x-axis, y-axis).

The more subfolders you create within the main folder, the more rows on the sprite sheet you have. Perfect for animation rows like Walking / Attacking / Jumping / etc.

[Image: o6MbsOs.png]


RE: FF:Brave Exvius // Defining spritesheet frames help - Byron_Nil0326 - 12-18-2020

(12-18-2020, 02:54 PM)BarackĀ Obama Wrote: Here is the tool which I am using:

https://mega.nz/#!QYBy3aiJ!4U0KF7NDIFv7G...C5xe5Ob4KM
Sheet Maker, text file with tutorial is attached.

You basically throw all files in a folder and put that one in another folder. Then you drag it on Sheet Maker (an installed Java version is needed to run) and it creates a sheet for you in the same directory as the main folder. You can colour the background, the blank space in the frames and determine the pixel distance to each frame (x-axis, y-axis).

The more subfolders you create within the main folder, the more rows on the sprite sheet you have. Perfect for animation rows like Walking / Attacking / Jumping / etc.

[Image: o6MbsOs.png]
Thanks for sharing but the link seems to be broken.


RE: FF:Brave Exvius // Defining spritesheet frames help - Barack Obama - 12-19-2020

This one should work:
https://mega.nz/file/gcwGUKJL#UnzvISG0zFdPz4MvD0HvlGs55xCB-IM_8WwK125oAmA


RE: FF:Brave Exvius // Defining spritesheet frames help - Byron_Nil0326 - 12-19-2020

Nice thanks for the update!


RE: FF:Brave Exvius // Defining spritesheet frames help - Byron_Nil0326 - 12-20-2020

Still looking for an explanation of how to properly edit the Monster Spritesheets if anyone knows the answer it would be greatly appreciated.


RE: FF:Brave Exvius // Defining spritesheet frames help - Byron_Nil0326 - 12-01-2021

Okay can someone give me a hand I'm having issues getting either of the tools to work on the sheets from the current update.
Just keeps saying "unitin/unit_cgg_100035907.csv doesn't exist!" whenever I try to build any of the sheets for Taivas
I was able to rip his sprite files but can't seem to build the actual sheet itself.


RE: FF:Brave Exvius // Defining spritesheet frames help - Ton - 12-01-2021

It's been a while since we got new submissions for FFBE. Hoping this helps them start up again.


RE: FF:Brave Exvius // Defining spritesheet frames help - Byron_Nil0326 - 05-28-2022

Anyone using FFBE Tool GUI Master that can help me figure out why mine isn't working? It just randomly started giving me the error "unitin/unit_cgg_100000103.csv doesn't exist!" regardless of what files I use or where I place them.


RE: FF:Brave Exvius // Defining spritesheet frames help - Byron_Nil0326 - 06-12-2022

Ignore my previous post. If anyone has any units in mind I'm trying to compile a list of all the units missing from the past few years that are on Global but don't have sprites available on the site.
Will be uploading Mont Leonis 5 Star to 7 Star and Kitone 5 Star to 7 Star from the second War of the Visions crossover banner later on tonight.


RE: FF:Brave Exvius // Defining spritesheet frames help - Byron_Nil0326 - 03-21-2023

Time to bump this

If anyone is able to we need two things so we can get this page back in top shape:

- Someone who understands how to properly convert the monster files and overworked sprite files converted into actual sprite sheets.

- Someone with an understanding of how to extract files from the JP assets without corrupting them.

So if anyone knows how to do either of these please reach out, even if you can't do the work yourself, if you're willing to explain it to me then I'm more than happy to take a crack at it

I can also be reached through discord
DeMonkey#0922


RE: FF:Brave Exvius // Defining spritesheet frames help - Dark_Ansem - 10-22-2023

what's up with jap version corrupting files?


RE: FF:Brave Exvius // Defining spritesheet frames help - AkThor - 01-05-2024

I have been very interested in sprite sheet and thanks to you I learned a bit more about commands even if it is basic and about the extraction of images in the games. and I want to warn, if you can update the code--> https://github.com/dsxragnarok/FFBE-sprite-sheet-assembler , because there is deprecation and I don't know how to modify it.


RE: FF:Brave Exvius // Defining spritesheet frames help - vgrdragoon - 03-02-2024

(01-05-2024, 03:06 PM)AkThor Wrote: I have been very interested in sprite sheet and thanks to you I learned a bit more about commands even if it is basic and about the extraction of images in the games. and I want to warn, if you can update the code--> https://github.com/dsxragnarok/FFBE-sprite-sheet-assembler , because there is deprecation and I don't know how to modify it.

I've made some build updates with more detailed instructions. It's still a cli but the build instructions create a binary executable now so you won't get the deprecation warning.


RE: FF:Brave Exvius // Defining spritesheet frames help - Dark_Ansem - 04-29-2024

can you share?