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) |
RE: FF:Brave Exvius // Defining spritesheet frames help - DarkGrievous7145 - 09-26-2015 alright well, if you can get those to a more standardized format, it's a start RE: FF:Brave Exvius // Defining spritesheet frames help - MrAlbion - 09-27-2015 (09-26-2015, 04:42 PM)DarkGrievous7145 Wrote: alrightThis might help... http://pastebin.com/vXc0yNRh Code from an APP for Brave Frontier, a game from the same developer, generates animated gifs using the CGG+CGS files. I don't know any programming though... so none of it makes any sense to me. ;P RE: FF:Brave Exvius // Defining spritesheet frames help - DarkGrievous7145 - 09-28-2015 ah...python, that brings back some memories so, first, you have all the imports, a lot of them i don't recognize nor can i guess , and i don't feel like lookign them up. i have a friend who might be able to explain this in-depth, however... import json - is probably to import a library/class for dealing with JavaScript Object Notation files (.json) the ones related to PIL appear to be an image library import StringIO - a class for dealing with text strings, i think at the point the real code begins, though...sorry i will email this to my other contact and see what he says. RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 09-28-2015 I skimmed over it and it looks fairly straightforward; at the very least it would give a starting point for reverse engineering. I'd like to know how to extract the .cpk files though, so that I can access the CGG and CGS files. RE: FF:Brave Exvius // Defining spritesheet frames help - MrAlbion - 09-28-2015 (09-28-2015, 12:47 AM)DarkGrievous7145 Wrote: ah...python, that brings back some memoriesGreat. ;P (09-28-2015, 04:59 AM)puggsoy Wrote: I skimmed over it and it looks fairly straightforward; at the very least it would give a starting point for reverse engineering. I'd like to know how to extract the .cpk files though, so that I can access the CGG and CGS files.I used https://github.com/esperknight/CriPakTools. http://resourcebase.cbt.exvius.com/lapis/resource/unit/unit1.cpk -> https://dl.dropboxusercontent.com/u/21020691/FFBE/UnitCpk.rar I ran into errors on some CPKs though, so... there might be a better way to extract them. RE: FF:Brave Exvius // Defining spritesheet frames help - Struggleton! - 09-29-2015 (09-27-2015, 07:53 PM)MrAlbion Wrote:(09-26-2015, 04:42 PM)DarkGrievous7145 Wrote: alrightThis might help... I think I could translate some of this I've use Python before and used it fluently RE: FF:Brave Exvius // Defining spritesheet frames help - MrAlbion - 10-01-2015 (09-29-2015, 06:35 PM)ThatTrueStruggle Wrote:I hope you figure it out. ;P(09-27-2015, 07:53 PM)MrAlbion Wrote:(09-26-2015, 04:42 PM)DarkGrievous7145 Wrote: alrightThis might help... RE: FF:Brave Exvius // Defining spritesheet frames help - DarkGrievous7145 - 10-02-2015 (09-29-2015, 06:35 PM)ThatTrueStruggle Wrote: I think I could translate some of this I've use Python before and used it fluently I shall leave you to this, then... I RQ'd Python quite some time ago, besides I just don't understand enough about certain file/data formats Good luck! My contact also has not emailed me back. I'm assuming he's probably busy with work-related stuff. RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 10-03-2015 I got the construction down! That's the cgg files, tomorrow I'll get onto the cgs ones and making GIFs. I can also make it spit out strips instead of GIFs, which should be easier for sheeting up. EDIT: I forgot to mention, there's also code for stuff like rotation and blend filtering (which I still have to put in). Although this would produce the sprites as they appear in the game, it would taint the "pure-ness" of the actual pixels. So I would suggest submitting the parts as separate sheets in addition to these, even if they're not as directly useful. RE: FF:Brave Exvius // Defining spritesheet frames help - MrAlbion - 10-03-2015 (10-03-2015, 06:53 AM)puggsoy Wrote:I love you. RE: FF:Brave Exvius // Defining spritesheet frames help - Struggleton! - 10-03-2015 Well I guess I don't need to translate now RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 10-04-2015 So I spent today getting the opacity, blending, rotating and flipping done, most of which are used in this image. Not 100% sure that I've done everything right (in particular the blending seemed kinda strange), but I'm fairly confident this is how it's supposed to look. Now, I'm not sure whether I can actually turn them into GIFs; I can't seem to find a good library that supports exporting to GIF, so I'd have to write something for it from scratch. Unless you insist, I'll just make it save as strips. I can also make it save the frames separately, which you can then turn into GIFs if you want. Either way, tomorrow's Monday and I'll be busy with uni again, but I'll try and find some time this week to finish it. RE: FF:Brave Exvius // Defining spritesheet frames help - MrAlbion - 10-04-2015 Looks good to me. ;P Just go with whatever is easier on you, imo. RE: FF:Brave Exvius // Defining spritesheet frames help - Ton - 10-04-2015 This is exciting! RE: FF:Brave Exvius // Defining spritesheet frames help - Dazz - 10-04-2015 Very much so! |