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

+- The VG Resource (https://www.vg-resource.com)
+-- Forum: The Resources (https://www.vg-resource.com/forum-109.html)
+--- Forum: The Spriters Resource (https://www.vg-resource.com/forum-110.html)
+---- Forum: Ripping Help (https://www.vg-resource.com/forum-114.html)
+---- Thread: FF:Brave Exvius // Defining spritesheet frames help (/thread-27841.html)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12


RE: FF:Brave Exvius // Defining spritesheet frames help - Pingus! - 03-11-2017

As far as I'm aware, Xbox One and PS4 are still unrippable, so we may have to still wait.


RE: FF:Brave Exvius // Defining spritesheet frames help - Ton - 03-14-2017

Oh, bummer.


RE: FF:Brave Exvius // Defining spritesheet frames help - sar777 - 03-31-2017

(03-05-2017, 08:57 PM)Rhaes Wrote:
(03-05-2017, 08:28 PM)cooliebk18 Wrote: 2.0 added a lot of unit sprites, almost to the point where it is caught up with JP. Not many of them are missing now. Once GL hits 3.0 it should be up to speed.

2.0 for Global added a few so far, but it isn't nearly up to date (JP is at 2.6.0) and I suspect as soon as it is caught up, they will encrypt their cpk files as well. If I could figure out how to decrypt them, I could be ready for the change or just use the JP version right now. Smile

USE CriPakGUI.EXE https://github.com/wmltogether/CriPakTools/releases


RE: FF:Brave Exvius // Defining spritesheet frames help - Ryudo - 07-02-2017

(03-31-2017, 11:35 PM)sar777 Wrote:
(03-05-2017, 08:57 PM)Rhaes Wrote:
(03-05-2017, 08:28 PM)cooliebk18 Wrote: 2.0 added a lot of unit sprites, almost to the point where it is caught up with JP. Not many of them are missing now. Once GL hits 3.0 it should be up to speed.

2.0 for Global added a few so far, but it isn't nearly up to date (JP is at 2.6.0) and I suspect as soon as it is caught up, they will encrypt their cpk files as well. If I could figure out how to decrypt them, I could be ready for the change or just use the JP version right now. Smile

USE CriPakGUI.EXE https://github.com/wmltogether/CriPakTools/releases

Sorry for bumping this, but I'm currently in the process of trying to get this to work with the JP files (which are still encrypted).

This CriPakGUI that you mentioned doesn't work either for them. I'm still ending up with corrupted PNGs.

Someone has been able to extract all the assets though from recent patches/cpks still, so it must be possible. (I have no way of contacting him).

Is anyone experienced with these encryptions at all? Would love to get my hands on all the sprites and stuff in the files.


RE: FF:Brave Exvius // Defining spritesheet frames help - theJanne - 12-21-2017

Hiya. I've tried to use FFBETool but I simply can't get it to work.
It would help me a lot if I could make those image strips,
because I make gifs to FFBE forum and this tool would be 
a great help to me.


RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 12-22-2017

Any info on what you mean by "can't get it to work"? It's a command line program so double-clicking on it won't work.


RE: FF:Brave Exvius // Defining spritesheet frames help - theJanne - 12-23-2017

Yeah, I read the whole thead, but I just can't get it to start. I'm not too familiar with command line program and when I tried to run it, there was a some kind of running error that it didn't recognize it? I can't remember what it said exactly, because I'm not home at the moment.


RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 12-23-2017

Once you get home take a screenshot. You might just not be giving it enough arguments but a file could also be missing, so I'll need to see the error you get.


RE: FF:Brave Exvius // Defining spritesheet frames help - theJanne - 12-29-2017

Okay I got it to work now.
I tried it with the help of this:
(10-09-2015, 06:44 AM)puggsoy Wrote: Here you go: FFBETool. As usual it's command-line:

Code:
Usage: FFBETool num [-a anim] [-c columns] [-d divider thickness] [-i inDir] [-o outDir]

Arguments:
   num: The number at the end of the .png and .csv files of the sprite of interest
   [-a]: Specifies a specific .csv animation to extract. For example for "unit_magic_atk_cgs_100000102.csv" you would use "magic_atk". Omit to extract all animations found
   [-c]: The number of columns the animation should be organised into. Omit to just have a single linear strip
   [-d]: The thickness (in pixels) of the divider between frames. Omit to not have any dividers
   [-i]: The folder containing the input files. Omit to use the same directory as this executable
   [-o]: The same as -i, but for the resulting output files

For example if I did this:

Code:
FFBETool 100000102 -a atk -c 3 -d 1 -i inunit -o outunit

Provided I have the .png and .csv files in a folder called "inunit", it would make a folder called "outunit" and put this image in it with the name "unit_atk_100000102.png":

[Image: IqRhWKs.png]

Everything in square brackets is optional, and they can be put in any order (however num must be the first argument).

So hopefully that's straightforward? If not please do tell me and I can elaborate.
I did exactly what you wrote there, but I got ''Windows Powershell does not load commands form the current location by default.
if you trust this command, instead type: ''.\FFBETool''.''

I didn't notice that last command there at first, but after by simply adding .\ infront of the command I quoted from your post, I got it to work!

I was bit stupid first, but I'm little bit wiser now. And thanks for making this, this should make my gif making easier


RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 12-29-2017

Oh right, yeah that'll happen if you use Powershell. I just use the command-prompt, personally (I'm more familiar with it). Glad you managed to figure it out anyway!


RE: FF:Brave Exvius // Defining spritesheet frames help - DWizard - 04-25-2018

Guys, did you managed to fix the blending issues ? I have tried all the tools posted in this thread but im still getting blending issues.


RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 04-27-2018

vgrdragoon's tool should work, according to other people. I never ended up coming back to this, since their tool seemed to do the trick.


RE: FF:Brave Exvius // Defining spritesheet frames help - DWizard - 04-28-2018

in that case im doing something wrong with vgrdragoon's tool.... i will have to figure out what am i missing here. thanks.


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

So just wanted to say thanks to Puggsoy and everyone for developing this process so heavily. Game Development is a passion of mine and I am currently attempting to master different aspects of my craft so that I might actually be able to someday open the door for myself into the broader world of video game development but as it stands for now i simply use Game Maker, RPG Maker, and SRPG Studio also occasionally testing out things I learn in Unity and Unreal but in my spare time I mostly use RPG Maker as it is the Program that i grew up on and holds a special place in my heart. Thanks to this program I've been able to cut out the middleman and instead of relying on the hectic schedules of the usual Spriters who rip from this game i'm able to make my own animations for some of my practice projects as I am a huge fan of the Brave Exvius art-style and it saves me time on having to make custom sprites for a non-profit project so again, thanks!


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

Can anyone tell me how to create proper sprite sheets for the Monsters? I've figured out the Units and have almost every Unit i need now for my project but I'd like to expand my Enemy Database but can't seem to find a solution.