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FF:Brave Exvius // Defining spritesheet frames help
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(10-09-2015, 09:17 AM)MrAlbion Wrote: One possible "issue". Using num without -a will generate using every csvs, no matter the ID 'attached' to it.
Hmm, this one doesn't seem right: http://i.imgur.com/5VX1bJH.png (Possible wasted space?)
CGG/CSV/Sheet: https://db.tt/Z5qnm2d6 // Alternate Link

Updated to fix both of these issues. The first one I overlooked, that wasn't intended but I forgot to add a check for the ID.
The second one is kinda weird, for some reason the last frame in that animation is empty. The fact that I'm using my own method to find sprite boundaries (since there's no info on it in the .csv files) and the way I'm doing it caused it to mess up, so I had to make a check for it (I won't bother going over the details of the issue). By default it'll ignore empty frames altogether, but I've added an -e argument that you can add it include empty frames, since you may still want them for animations (especially if they're in the middle, rather than at the beginning or end).

(10-09-2015, 09:17 AM)MrAlbion Wrote: Edit:
This particular unit doesn't give good results: https://db.tt/jXdjT8C4 // https://db.tt/jbq97jTe

This one is a bit peculiar. I'll have to look into it more, I might be doing the blending wrong after all.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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RE: FF:Brave Exvius // Defining spritesheet frames help - by puggsoy - 10-10-2015, 05:57 AM

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