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

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RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 06-21-2016

It's... not a QuickBMS script. It's Haxe code. You'd have to download and install the Haxe compiler as well as various libraries that this program uses, then compile it as a Neko application.


RE: FF:Brave Exvius // Defining spritesheet frames help - Chocobooo - 06-23-2016

I know this is a really noob question but can someone tell me how to use the FFBETool? Every time i try to type something, the command window closes >.<


RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 06-23-2016

It's a command-line program, you'll have to open the command prompt manually and run the program from there. Go to the folder where it is, hold down shift and then right-click somewhere, and choose "Open command window here". Then in there type FFBETool, followed by the arguments outlined in the usage.


RE: FF:Brave Exvius // Defining spritesheet frames help - Chocobooo - 06-24-2016

(06-23-2016, 06:16 AM)puggsoy Wrote: It's a command-line program, you'll have to open the command prompt manually and run the program from there. Go to the folder where it is, hold down shift and then right-click somewhere, and choose "Open command window here". Then in there type FFBETool, followed by the arguments outlined in the usage.

Thanks dude, I got it to work!  Big Grin


RE: FF:Brave Exvius // Defining spritesheet frames help - maliyana - 07-09-2016

Sorry about reviving this old thread, but was anyone able to access the Kuja's sprites? I've been having trouble even finding the cgg and cgs files.


RE: FF:Brave Exvius // Defining spritesheet frames help - MrAlbion - 07-09-2016

(07-09-2016, 01:47 AM)maliyana Wrote: Sorry about reviving this old thread, but was anyone able to access the Kuja's sprites? I've been having trouble even finding the cgg and cgs files.

https://drive.google.com/open?id=0ByBW7O74XZxbXzc3SnkyN1R6MDA


RE: FF:Brave Exvius // Defining spritesheet frames help - vgrdragoon - 09-01-2016

Are you guys still trying to figure out the angle and blend issues? I came across this thread and got me interested in getting this to work. I believe I have the issues resolved though I rewrote the script in javascript running on a nodejs environment. I based the code off puggsoy's and the python script from pastebin that albion linked. You can take a look at it on my github here: https://github.com/dsxragnarok/FFBE-sprite-sheet-assembler

Puggsoy, try reversing your steps regarding the rotation and flipping. I fixed the angle issue by doing the flip before rotate.

Let me know if there are any issues, suggestions for improvements.


RE: FF:Brave Exvius // Defining spritesheet frames help - cooliebk18 - 11-22-2016

(09-01-2016, 08:33 AM)vgrdragoon Wrote: Are you guys still trying to figure out the angle and blend issues? I came across this thread and got me interested in getting this to work. I believe I have the issues resolved though I rewrote the script in javascript running on a nodejs environment. I based the code off puggsoy's and the python script from pastebin that albion linked. You can take a look at it on my github here: https://github.com/dsxragnarok/FFBE-sprite-sheet-assembler

Puggsoy, try reversing your steps regarding the rotation and flipping. I fixed the angle issue by doing the flip before rotate.

Let me know if there are any issues, suggestions for improvements.

I'd love to test this out, but I am sort of new to this. Can you provide any sort of walkthrough to get started?


RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 11-23-2016

I just want to pop in and say I have not given up!! I've recently been super busy (study and exams coupled with real life), and right now I'm not actually at home. However in a week or two I will be back and this will be near the top of my list of things to get around to.


RE: FF:Brave Exvius // Defining spritesheet frames help - cooliebk18 - 11-26-2016

(11-23-2016, 07:10 PM)puggsoy Wrote: I just want to pop in and say I have not given up!! I've recently been super busy (study and exams coupled with real life), and right now I'm not actually at home. However in a week or two I will be back and this will be near the top of my list of things to get around to.

Glad to hear it. I'd love to help. I'd need to learn a bit about how you do it first, but I'm willing.


RE: FF:Brave Exvius // Defining spritesheet frames help - volo - 01-07-2017

Hi!
I like to know if someone has managed to extract the sprites from unit3.cpk file in the jp version?

Thanks.


RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 01-09-2017

(09-01-2016, 08:33 AM)vgrdragoon Wrote: Are you guys still trying to figure out the angle and blend issues? I came across this thread and got me interested in getting this to work. I believe I have the issues resolved though I rewrote the script in javascript running on a nodejs environment. I based the code off puggsoy's and the python script from pastebin that albion linked. You can take a look at it on my github here: https://github.com/dsxragnarok/FFBE-sprite-sheet-assembler

Puggsoy, try reversing your steps regarding the rotation and flipping. I fixed the angle issue by doing the flip before rotate.

Let me know if there are any issues, suggestions for improvements.

Unfortunately swapping the order of rotation and flipping still doesn't seem to solve much. It's been too long since I've really worked on this though so there may be some issues I'm not noticing. It may be a good idea just have to start over and take a different approach.


RE: FF:Brave Exvius // Defining spritesheet frames help - volo - 01-10-2017

(01-09-2017, 12:30 AM)puggsoy Wrote:
(09-01-2016, 08:33 AM)vgrdragoon Wrote: Are you guys still trying to figure out the angle and blend issues? I came across this thread and got me interested in getting this to work. I believe I have the issues resolved though I rewrote the script in javascript running on a nodejs environment. I based the code off puggsoy's and the python script from pastebin that albion linked. You can take a look at it on my github here: https://github.com/dsxragnarok/FFBE-sprite-sheet-assembler

Puggsoy, try reversing your steps regarding the rotation and flipping. I fixed the angle issue by doing the flip before rotate.

Let me know if there are any issues, suggestions for improvements.

Unfortunately swapping the order of rotation and flipping still doesn't seem to solve much. It's been too long since I've really worked on this though so there may be some issues I'm not noticing. It may be a good idea just have to start over and take a different approach.


I'm trying to load other sprites from this game, if you can fix the tool then you become my hero  Wink


RE: FF:Brave Exvius // Defining spritesheet frames help - volo - 01-10-2017

I managed to make the script posted by vgrdragoon, and it seems that it works properly without errors.

http://imgur.com/a/5M9K5


RE: FF:Brave Exvius // Defining spritesheet frames help - Ton - 01-10-2017

I love you. I'm so thrilled.