Then remove all content after define sprites tags and replace with this content (see bottom of comment), with character id matching that of the dance emote. Then edit in swix, change the width and height property of the movie tag to 500 each. the solution was to export item in jpexs to swf at 100% zoom. Will repost my steps incase anyone stumbles across this. I cheated by putting a duck over a ghost costume :p I've seen a few pages referring to a swf that has those animations but the link was dead, could that be found anywhere? Then Kurst would spit out each frame of the animation, and you could use a converter to make a gif out of the png's.Īlternatively, maybe its possible to use export as gif in JPEXS, I think that would require creating new swf's, merging the place object commands on each frame, and making sure the depth's dont collide.įinally, If this all works, it doesn't appear that sprite_loader has the dance emote for a penguin with no items on it. So similar how the items are named item1-6 for the single png render using Kurst, I would want to have the swf's in a folder with item n indicating the layer order and _m indicating which sprite to use on each frame. Would you need to store metadata somewhere in the filename or elsewhere for which sprite you want to pick (and maybe validate number of frames is same)? I also am noticing that the sprite id is not necessarily the same for the same animation between items, For sombrero the dance animation defineSprite ID is 77 while dark vision goggles it is 83. So is there a way to automate this so it merges multiple items for every frame? This gives me night vision goggles on the first frame, and the sombrero on every frame. I also changed the depth for the dark vision goggles so it doesn't collide with the depth of the sombrero. So far I have opened the Sombrero swf in SWiX and copied the placeObject tags from another item (Dark vision goggles) into the one for the sombrero in the defineSprite tag. Sombrero) in JPEXS by right clicking on DefineSprite(77) > Export Selection > Gif. I was only able to export the dance emote of a single item (ie. One other thing I would like to do but haven't been able to is to make a gif of a penguin dancing with multiple items applied on it. Having not played around with flash before, I'm finding it really interesting how the assets are stored as vector graphics, allowing you to create high res images without losing quality. So far I've exported a few icons and combined them using GIMP, my end goal is probably to make a poster/screensaver with a bunch of penguins in outfits all next to each other. I set the penguin color manually from the shape definition. Otherwise, if you simply want to generate a player card image (that is 600px), check out the player card generator on our Funny enough I just ran into the rgb issue today but was able get it to work by just deleting the xml tags directly that correspond to that line in the script (using SWiX). Additionally, I should've combined the paper loader and player card loader into one SWF.) (In hindsight, allowing the user to set the color in a text file and then loading that file would've been a better idea. The color of the penguin can also be changed in the sprite and paper loaders by using JPEXS Free Flash Decompiler to modify the following line in the script: tRGB(playerColors) // Note: "4" is the item ID for the color Black Player card loader (also supports pins and backgrounds)Įach of the pages linked above contain instructions. Icon loader (also supports furniture items) If you have any further questions, please feel free to ask.įor anyone else reading this thread, here are links to SWF loaders that can be used for rendering high quality images of item inventory icons, items on a penguin sprite (as requested in this thread), and player cards: Hey, it's good to see someone interested in SWF files! I'm glad you found what you were looking for.
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