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Mai 's Misalignment Issues

Started by DivineWolf, April 18, 2012, 12:31:26 PM

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DivineWolf

Let's just go over this here, rather then over PMs. Misaligned how so?

Jesuszilla

I got Insanius's rips, reversed them, saved them as PCX, and added them all to an SFF, and your SFF doesn't match up to it. This is evident in the idle stance, and even moreso in the air sprites.

For reference (this SFF is unordered and uncropped, but everything is there): http://www.trinitymugen.net/~Creator/Jesuszilla/Mai_aligned_unordered.sff


The way you're supposed to add sprites from uncropped rips is that you add one at the axis, and you do not crop it, and you add all the rest at the EXACT same axis unless there are notes that specify otherwise (such as for sprites that were otherwise cut off). This is demonstrated in this uncropped SFF.


Just try to keep things peaceful.

DivineWolf

So, the exact same x/y values for all sprites? As the first initial stance sprite. How do I go about finding the right value for the first sprite? Just off eyesight? Or is there some other form of rule or w/e needs to be done for that too? A quick fix for this, would be just to replace Mai's first sprite with an uncropped pcx, set it, then set all the others to it right? I know that just goes for the sff alignment, so everything else would need to be adjusted as well. Where can I DL the latest version of Fighter Factory? And how can I view this sff without a def file and all?

Jesuszilla

April 18, 2012, 07:38:45 PM #3 Last Edit: April 18, 2012, 07:53:08 PM by Jesuszilla
For alignment, these are your optionsL

1. MAME-RR with CPS2 and CPS3 hitbox viewer: http://code.google.com/p/mame-rr/
2. The ripper just gives the axis (like Insanius does here http://mugenguild.com/forumx/index.php?topic=129172.0)

(In the case for Insanius's CvS2 rips, the sprites are flipped horizontally, but the axis will be the same since it's 320 on the X and that's exactly 1/2 of 640)

Trick 3 has several names, but it's as follows:

You take the turning sprite, and you just align according to that one sprite, and when you align it, you make sure its mirrored image is exactly as it was in-game. In order for this, the camera must not move in the X direction (so this is easiest when your opponent is on the furthest right edge and jumps over your character). That's how you get the X axis.
Illustration:



*PLACEHOLDER DUE TO MISINFORMATION, SOMEONE PLEASE HELP CLEAR THIS TRICK UP FOR ME AS I HAVE FORGOTTEN*

For the Y axis, it's a bit easier: you just align it for the foot that's furthest away from the screen (so that shadows look correct).


Again, this is only for the initial axis to which you add everything; you do not have to do it for every sprite.


Just try to keep things peaceful.