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FF:Brave Exvius // Defining spritesheet frames help
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
-Can't think anything here-
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RE: FF:Brave Exvius // Defining spritesheet frames help - by theJanne - 12-29-2017, 08:52 AM

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