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 - haivl - 06-01-2016 (05-31-2016, 09:54 PM)Mortifier777 Wrote:(09-25-2015, 11:56 PM)MrAlbion Wrote: Here, I'll just put up everything I managed to extract from the cpks and hopefully someone more knowledgeable will be interested in digging through them. I probably missed some important files or something. :/ Things have changed now, they encrypted the latest unit resources. It is not readable now. Please try to extract unit3.cpk, which is provided in the previous post. RE: FF:Brave Exvius // Defining spritesheet frames help - Mortifier777 - 06-01-2016 (06-01-2016, 02:22 AM)haivl Wrote:(05-31-2016, 09:54 PM)Mortifier777 Wrote:(09-25-2015, 11:56 PM)MrAlbion Wrote: Here, I'll just put up everything I managed to extract from the cpks and hopefully someone more knowledgeable will be interested in digging through them. I probably missed some important files or something. :/ Oh damn, that is bad to know! well, i will try to see that archive. RE: FF:Brave Exvius // Defining spritesheet frames help - Ton - 06-01-2016 Giott and Mid are playable ?! O_O RE: FF:Brave Exvius // Defining spritesheet frames help - haivl - 06-02-2016 any update dude? RE: FF:Brave Exvius // Defining spritesheet frames help - haivl - 06-10-2016 Hi, Can you share me your unit1, unit2, unit3.cpk file? the latest files has just been encrypted today. Thank you RE: FF:Brave Exvius // Defining spritesheet frames help - Mortifier777 - 06-10-2016 (06-10-2016, 04:49 AM)haivl Wrote: Hi, Can you share me your unit1, unit2, unit3.cpk file? the latest files has just been encrypted today. I think it will be better if you send him a private message RE: FF:Brave Exvius // Defining spritesheet frames help - haivl - 06-20-2016 (05-18-2016, 03:51 AM)puggsoy Wrote:Have you fixed the issue with rotation yet? I can help you with it, if you need to RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 06-20-2016 Sorry, just been a bit busy recently. I'm not actually sure what's wrong, as far as I can tell my code is now working as it should in terms of rotation. I'm gonna look into it this week and hopefully it should be sorted. RE: FF:Brave Exvius // Defining spritesheet frames help - haivl - 06-20-2016 (06-20-2016, 07:04 AM)puggsoy Wrote: Sorry, just been a bit busy recently. I'm not actually sure what's wrong, as far as I can tell my code is now working as it should in terms of rotation. I'm gonna look into it this week and hopefully it should be sorted. I think, the problem with the sword is because the flip data is not correctly translated. As I remember, the flip column data has values as 0,1,2,3: 0->no flip, 1->flipx, 2->flipy, 3 flipz, combined with negative rotation data, you will be able to solve the issue. RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 06-20-2016 There's 1 for flipx, 2 for flipy, and 3 for both (which unless I'm mistaken equates to flipz), which I am doing. I've recently been learning more Python so I'll see if I can actually get the original code to work, and see if it produces any better results. At the very least it might clear up where I'm going wrong. RE: FF:Brave Exvius // Defining spritesheet frames help - haivl - 06-20-2016 (06-20-2016, 10:55 PM)puggsoy Wrote: There's 1 for flipx, 2 for flipy, and 3 for both (which unless I'm mistaken equates to flipz), which I am doing. Yes, i used 3d rotation, so flip z = flip x + flip y. Here's the trick that I did to resolve to issue: when rotation value x > 0, I flip z then rotate by -x degree. RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 06-21-2016 Well the Python code seems more broken that what I came up with so I'm giving up on that. I did notice that I was doing something a bit wrong, the rotations are indeed supposed to be negative (in all cases, not just with Z flipping). That said, it doesn't seem to fix this problem, it just rotates the blade an extra 180 degrees. RE: FF:Brave Exvius // Defining spritesheet frames help - haivl - 06-21-2016 Can you share the code? Maybe I can have a look at it? My original code was written in Objective C, 2 years ago, when I did Brave Frontier animation. It worked perfectly fine for all cases RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 06-21-2016 https://github.com/puggsoy/MiscTools/tree/master/FFBETool/src The bits you'll want are the functions readCgg() and makeStrip() in Main.hx. I've barely commented at all but hopefully you should be able to follow it. If you still have it it might be helpful if I could see your code too. RE: FF:Brave Exvius // Defining spritesheet frames help - haivl - 06-21-2016 (06-21-2016, 12:28 AM)puggsoy Wrote: https://github.com/puggsoy/MiscTools/tree/master/FFBETool/src Let's me find it, i dont remember where I put it. Btw, how do i run this code on MAC using quickBMS? |