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 - 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: alright

well, if you can get those to a more standardized format, it's a start
This 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 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.
Great. ;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: alright

well, if you can get those to a more standardized format, it's a start
This 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

I think I could translate some of this Tongue I've use Python before and used it fluently Smile


RE: FF:Brave Exvius // Defining spritesheet frames help - MrAlbion - 10-01-2015

(09-29-2015, 06:35 PM)ThatTrueStruggle Wrote:
(09-27-2015, 07:53 PM)MrAlbion Wrote:
(09-26-2015, 04:42 PM)DarkGrievous7145 Wrote: alright

well, if you can get those to a more standardized format, it's a start
This 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

I think I could translate some of this Tongue I've use Python before and used it fluently Smile
I hope you figure it out. ;P


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 Tongue I've use Python before and used it fluently Smile

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

[Image: Lcsv9sR.png]

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: [Image: Lcsv9sR.png]

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.
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 Tongue


RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 10-04-2015

[Image: cyh7kxr.png]

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!