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Conversion problem.

#21 L   SlayerGatsu 

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Inviato 21 July 2005 - 17:54

it's the bilinear filter option in the mugen cfg document, change it aroud untill it suits your likes B)
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#22 L   Gasper 

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Inviato 21 July 2005 - 18:21

Darm sorry for being a noob, but where is that file located in?
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#23 L   SlayerGatsu 

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Inviato 21 July 2005 - 20:39

Don’t worry B) being a noob is not a crime B)

the file is in the Data folder,
directory

mugen/data/mugen.cfg

cfg is windows configuration file in case you can not see the extension

the for to find the paramenter

pres control-F on the keyboard and search for Bilinear
it will bring you close to the option

[video win]
is also good B)
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#24 L   Gasper 

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Inviato 13 April 2006 - 14:27

Since I'm back, I'll post some of my problems.
(can't use Arcade)
http://img.photobucket.com/albums/v174/Sil...orforArcade.jpg

and

(Screen pack is messy)
http://img.photobucket.com/albums/v174/Sil...packproblem.jpg
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#25 L   SlayerGatsu 

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Inviato 14 April 2006 - 07:37

1) bad intro on any char that u select (which i assume is always the same one...)
2) simply dl a new screenpack, and this time DON'T put the chars however you like, but where it is said Char (or CharHere or whattever is not a sign to tell you NOT TO put a char). DO NOT create a new line, but REPLACE the old one.

that should help...

for problem 1 it could also be a too old screenpack, see if there is an updated vers. of Verything vs evrithing...
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#26 L   Gasper 

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Inviato 14 April 2006 - 17:24

Cool, so where could I get this new screenpack? Any link? I need the EVE one..lol
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#27 L   SlayerGatsu 

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Inviato 24 April 2006 - 05:50

not really... google is your best friend... anyways restart your select.def.
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#28 L   Char 

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  Inviato 28 August 2009 - 00:28

Visualizza MessaggiSlayerGatsu, su Jul 9 2005, 02:18, detto:

so our first step in converting a char is to....

1) select Dos2Win and Right click, Then press the delete button and press Ok...

2) select CharSffDtoWand Right click, Then press the delete button and press Ok...

3) so now that everithing is clear let's start working on this conversion B)

4) So grab your winmugen and load the "to be converted char"

5) Now if your char NEEDS to be conversted and you are on an Xp ops and the character is not correctly working THEn an error message will pop up,
At this time take a screen snapshot, and submit it here on this thred

6) we will tell you what exactly to do B)

6.a) If all of your problems are the colors, well then there is a quick tutorial right here....<{POST_SNAPBACK}>


The Link for the Color problem is dead. Is there an alternative?

BTW: my mugen says: :pianto:
Error message:
Error parsing Hitdef
Error parsing [State 212, 2]
Error in [Statedef 212]
Error in boo.cns
Character needs to be updated.
Error loading chars/boo/boo.def
Error while precaching
Error loading p1
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#29 L   Nobun 

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Inviato 28 August 2009 - 09:11

uhm... is it all you see in error message?

However post here [StateDef 212] (you can find in boo.cns) and we will try to help you
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#30 L   Char 

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Inviato 28 August 2009 - 20:25

Visualizza MessaggiNobun, su Aug 28 2009, 09:11, detto:

uhm... is it all you see in error message?

However post here [StateDef 212] (you can find in boo.cns) and we will try to help you


;---------------------------------------------------------------------------
; STAND_CD
[Statedef 212]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 212
poweradd = 10

[State 212, 1]
type = PlaySnd
trigger1 = Time = 2
value = 212, 1

[State 212, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 25,15
animtype = Light
;getpower = 30,15
;givepower = 15,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7,8
numhits = 1
sparkno = 0, 3
sparkxy = -10,-70
hitsound = 5,0
guardsound = 6,0
; mindist = 0,0,0
; maxdist = 0,0,0
; snap = 0,0,0
ground.type = High
ground.slidetime = 5
ground.hittime = 11
ground.velocity = -4
; guard.slidetime = 5
; guard.hittime = 15
; guard.velocity = -4
; guard.ctrltime = 7
airguard.velocity = -1.9,-.8
; airguard.ctrltime = 7
; air.type = High
air.velocity = -1.3,-3
;air.hittime = 20
; attack.width = 3, 3
; fall = 1
; fall.animtype = Hard

[State 212, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

BTW: What causes a character to freeze?
E.g. Stuck floating on the ground.
or
Fall off stage :rolleyes:

And how can I fix color problems after the conversion?

EDIT:BUMP
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#31 L   Nobun 

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Inviato 30 August 2009 - 18:06

[State 212, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 25,15
animtype = Light
;getpower = 30,15
;givepower = 15,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7,8
numhits = 1
sparkno = 0, 3
sparkxy = -10,-70
hitsound = 5,0
guardsound = 6,0
; mindist = 0,0,0
; maxdist = 0,0,0
; snap = 0,0,0
ground.type = High
ground.slidetime = 5
ground.hittime = 11
ground.velocity = -4
; guard.slidetime = 5
; guard.hittime = 15
; guard.velocity = -4
; guard.ctrltime = 7
airguard.velocity = -1.9,-.8
; airguard.ctrltime = 7
; air.type = High
air.velocity = -1.3,-3
;air.hittime = 20
; attack.width = 3, 3
; fall = 1
; fall.animtype = Hard

---------

the problem is the line in red. You have to delete it or set it correctly (sparkno requires ONLY ONE number - an animation number). if omitted -> default value (fine).

I don't see any other errors in this HitDef (the point where Mugen found error).

--------

Quote

BTW: What causes a character to freeze?
E.g. Stuck floating on the ground.
or
Fall off stage rolleyes.gif


The most common reason is the usage of triggers move* (MoveHit, MoveContact, etc)

triggerX = move*
must be changed in
triggerX = move* != 0

triggerX = move* = 1
must be changed in
triggerX = move* != 0

triggerX = move* = 0
no changes needed

triggerX != move*
better (but not a duty) to change to
triggerX = move* = 0

EXAMPLES:

1)
trigger1 = movehit = 1
must be changed in
trigger1 = movehit != 0

2)
triggerall = moveguarded
must be changed in
triggerall = moveguarded != 0
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#32 L   Char 

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Inviato 31 August 2009 - 03:24

Visualizza MessaggiNobun, su Aug 30 2009, 18:06, detto:

[State 212, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 25,15
animtype = Light
;getpower = 30,15
;givepower = 15,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7,8
numhits = 1
sparkno = 0, 3
sparkxy = -10,-70
hitsound = 5,0
guardsound = 6,0
; mindist = 0,0,0
; maxdist = 0,0,0
; snap = 0,0,0
ground.type = High
ground.slidetime = 5
ground.hittime = 11
ground.velocity = -4
; guard.slidetime = 5
; guard.hittime = 15
; guard.velocity = -4
; guard.ctrltime = 7
airguard.velocity = -1.9,-.8
; airguard.ctrltime = 7
; air.type = High
air.velocity = -1.3,-3
;air.hittime = 20
; attack.width = 3, 3
; fall = 1
; fall.animtype = Hard

---------

the problem is the line in red. You have to delete it or set it correctly (sparkno requires ONLY ONE number - an animation number). if omitted -> default value (fine).

I don't see any other errors in this HitDef (the point where Mugen found error).

--------



The most common reason is the usage of triggers move* (MoveHit, MoveContact, etc)

triggerX = move*
must be changed in
triggerX = move* != 0

triggerX = move* = 1
must be changed in
triggerX = move* != 0

triggerX = move* = 0
no changes needed

triggerX != move*
better (but not a duty) to change to
triggerX = move* = 0

EXAMPLES:

1)
trigger1 = movehit = 1
must be changed in
trigger1 = movehit != 0

2)
triggerall = moveguarded
must be changed in
triggerall = moveguarded != 0


Thanks for your detailed solution :D

You deserve to be a MOD :)

But a problem still occurs:

Error message:
Error parsing Projectile
Error parsing [State 1700, raio]
Error in [Statedef 1700]
Error in boo.cns
Character needs to be updated. See docs/incompt.txt
Library error message: Expected int value and read float.

Here's my code:
[State 1700, raio]
type = Projectile
trigger1 = AnimElem =6
projanim = 1705
projhits = 20
projmisstime = 3.2
projshadow = -1
projpriority = 4
projremovetime = 70
projid = 1705
;velocity = 0.001,0.001
offset = 28,-51
attr = S, HP
damage = 25,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound = 5,2
sparkno = 0 ;Spark image group and no (Def: set above)
sparkxy = -500,-500
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5,-8
fall = 1
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

I'm using Fighter Factory
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#33 L   Nobun 

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Inviato 02 September 2009 - 16:54

[State 1700, raio]
type = Projectile
trigger1 = AnimElem =6
projanim = 1705
projhits = 20
projmisstime = 3.2
projshadow = -1
projpriority = 4
projremovetime = 70
projid = 1705
;velocity = 0.001,0.001
offset = 28,-51
attr = S, HP
damage = 25,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound = 5,2
sparkno = 0 ;Spark image group and no (Def: set above)
sparkxy = -500,-500
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5,-8
fall = 1
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

-----------

projmisstime = 3

hitflag = MAFD


(the 1st one is the one that returns the error. the 2nd one is another wrong setting)
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#34 L   Char 

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  Inviato 02 September 2009 - 17:22

Visualizza MessaggiNobun, su Sep 2 2009, 16:54, detto:

[State 1700, raio]
type = Projectile
trigger1 = AnimElem =6
projanim = 1705
projhits = 20
projmisstime = 3.2
projshadow = -1
projpriority = 4
projremovetime = 70
projid = 1705
;velocity = 0.001,0.001
offset = 28,-51
attr = S, HP
damage = 25,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound = 5,2
sparkno = 0 ;Spark image group and no (Def: set above)
sparkxy = -500,-500
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5,-8
fall = 1
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

-----------

projmisstime = 3

hitflag = MAFD


(the 1st one is the one that returns the error. the 2nd one is another wrong setting)


Thanks for your reply ! :D

There's another problem:

The character stays on the ground after a fall.

How can I fix this?

I've deleted my previous post because I figured out the problem, thanks for your previous answer ;)
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#35 L   Nobun 

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Inviato 03 September 2009 - 11:15

uhm reasons can be infinite. I need more details to help you. Run Mugen in Debug Mode and see if appears some text lines in the top part of the stage (convering also the characters if they go near the text) with error messages. If so, post heare warnings and errors you read.
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#36 L   Char 

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  Inviato 04 September 2009 - 22:08

Visualizza MessaggiNobun, su Sep 3 2009, 11:15, detto:

uhm reasons can be infinite. I need more details to help you. Run Mugen in Debug Mode and see if appears some text lines in the top part of the stage (convering also the characters if they go near the text) with error messages. If so, post heare warnings and errors you read.


It says:
Boo (32)
Missing sprites Anim
12, 5160, 5170, 5300,

Boo (38)
5030,10 , 5031,10, 5031,10, 5032,10, 5030,20, 5031,20, 5032,20, 5030,30, 5031,30

Boo (33)
12, 5160, 5170, 5300

But when I play it in dos, it works fine. Maybe the problem is the sprites no. are wrong or anim.no. :)
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#37 L   Nobun 

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Inviato 04 September 2009 - 22:45

Visualizza MessaggiChar, su Sep 4 2009, 23:08, detto:

It says:
Boo (32)
Missing sprites Anim
12, 5160, 5170, 5300,

Boo (38)
5030,10 , 5031,10, 5031,10, 5032,10, 5030,20, 5031,20, 5032,20, 5030,30, 5031,30

Boo (33)
12, 5160, 5170, 5300

But when I play it in dos, it works fine. Maybe the problem is the sprites no. are wrong or anim.no. :)

It is a problem related to the animations, as I figured.

Probably you have to add 5160 and 5170 and you have also to add (5030,10) (5030,20), (5030,30). etc

1) Images on Sff to add
There are a lot of images to add.
But we can add NECESSARY IMAGES
(5030,10) (5030,20) (5030,30).
(5031,10) (5031,20) (5031,30).
(5032,10) (5032,20) (5032,30).

See spr.gif (you can find in .../Mugen/docs) to know how the images should like.

Any images should be stored in 3 copies, one for any alignment (foot, center, head) as showed in spr.gif. For every images you see how you must position everyone of the 3 clones of the same images and number of images to use (for example: one image say you how character must showed and centered in 3 different positions: one copy = 5030,10; second copy = 5031,10; third copy = 5032,10)

2) Changes into Air

Try to add in the AIR file (open with a text editor) those lines:

[Begin Action 5160]
5030,30, 0,20, -1

[Begin Action 5170]
5040, 0, 0,0, 3


But you don't ended. You need also animation 12 (crouch to stand). The best ways is to copy the animation stand-to-crouch (animation 1) and inverting all element positions.

Example:

if animation 10 is

[Begin Action 10]
Clsn2: 1
 Clsn2[0] = 25,0,-7,-100
10,1, 0,0, 3
Clsn2: 1
 Clsn2[0] = 25,0,-7,-92
10,2, 0,0, 3
Clsn2: 2
 Clsn2[0] = -7,-80,25,0
 Clsn2[1] = 25,-35,35,0
10,3, 0,0, 1


animation 12 will be

[Begin Action 12]
Clsn2: 2
 Clsn2[0] = -7,-80,25,0
 Clsn2[1] = 25,-35,35,0
10,3, 0,0, 3
Clsn2: 1
 Clsn2[0] = 25,0,-7,-92
10,2, 0,0, 3
Clsn2: 1
 Clsn2[0] = 25,0,-7,-100
10,1, 0,0, 3


(as 10, but in the inverted order)

-----------------------------

Last thing: Add clsn2 in 5160 and 5170 added before.

Thirst of all you must save the textual changes you made.
Then Open character with FF (if already opened: close and re-open again).

with FF edit animations 5160 and 5170 and add clsn2 for those animations (you have to draw rectangles). Than save.

After those changes character probably (not surely) will not stay anymore in ground.
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#38 L   Char 

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  Inviato 08 September 2009 - 07:20

Thanks for your reply :D
I haven't tried it yet, but I will :)

There's another problem with my stage.

Using Fighter Factory, I add another image *.pcx, but this message pops up,

"This image can be visualized incorrectly, because does not exist none palette applied to the SFF, To correct,adjust the group, palette of the image or open one act palette in the panel of palettes."

And the image doesn't show in the sprites. :(
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#39 L   Nobun 

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Inviato 08 September 2009 - 19:31

probably the PCX uses RGB colors and it is not a 256-color PCX.
If so you have to reduce colors to 256 with a painting program (example: GIMP, IrfanView) and then try again. :unsure:
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#40 L   Char 

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  Inviato 08 September 2009 - 22:33

Visualizza MessaggiNobun, su Sep 8 2009, 19:31, detto:

probably the PCX uses RGB colors and it is not a 256-color PCX.
If so you have to reduce colors to 256 with a painting program (example: GIMP, IrfanView) and then try again. :unsure:


PCX doesn't support RGB :(

Something to do with palettes I think :unsure:

O yeah, some of my sprites aren't the right color, how do I configure my palette for 2 different colored images, or create another palette?

BTW: How do you edit the palette for a stage? :)
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