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Posted: Wed Apr 28, 2004 12:31 pm
by Taskman
It isn't working. When the projectile explodes, the debris appears as shown below.

Image

"Reg. point", "Key point", "Sel. Rect", "bitmap", "shadow" and "contrail" are the same as in the dwarf collection (using Amber).

:(

Posted: Thu Apr 29, 2004 7:35 am
by Taskman
Maybe you could think about posting a reply. :nocomment:

Posted: Thu Apr 29, 2004 8:33 am
by GHOST®
[color=DFC99B]Sorry Task, this is beyond my realm of knowledge, if everyhing transferred over ok, and the BMPs reindexed fine, I cant think of WHY they would look like they do in your screenshot. :oO

If I see lank or another of our Mac Fear/Amber Gurus around, Ill point them towards this post. :o)

Sorry thats the best I can do at this point. :o(

::curses again for not having a Windows equivalant of Amber:: ;o/[/color]

Posted: Thu Apr 29, 2004 9:13 am
by Taskman
Thanks. Btw, I think you should port Amber and Tag Extractor to Mac OS X after Fear and Loathing.

Posted: Thu Apr 29, 2004 11:27 am
by haravikk
Problem with that is that I don't think anybody has the code for those programs anymore, it disappeared with Vista. Maybe one of them can be grabbed a hold of still but it's doubtful.

Is your debris frame set to 'texture'? I can't get at Amber at the moment but iirc it has to be a texture for it to work

Posted: Thu Apr 29, 2004 11:32 am
by
probably hasn't been done yet because both Tag Extractor and Amber work well in Classic emulation mode in OS X. At least in 10.2.8 (FYI, I'm not trying to discourage people from making a port)

Oh, I have copies of all those programs if you need them, I'll have to dig around my computer but I know I have 'em. So, if you do decide to port them I can email them to you or something.

Posted: Thu Apr 29, 2004 12:03 pm
by Taskman
searched with g00g1e f0r v0di's rea1 name, "Hans Hvidsten Birkeland".

0btained the f0110wing eMai1 address
hansbi@ifi.uio.no

N0w c0ntact him and ask him if he's rea11y v0di. i think he is, since... we11, "can y0u n0t fee1 it?"

:rock:

Posted: Thu Apr 29, 2004 12:20 pm
by Taskman
haravikk wrote:Is your debris frame set to 'texture'? I can't get at Amber at the moment but iirc it has to be a texture for it to work
The texture checkb0x is dimmed. H0w can I enab1e it?

Btw, the "texture" checkb0x is a1s0 set t0 0ff in the "crater big" sequence fr0m the dwarf.

----------

Damn, I hate having t0 use a br0ken keyb0ard.

Posted: Thu Apr 29, 2004 12:29 pm
by Graydon
I dont think crater big is ever actually used....it's never used for the shade sequencing at least....Would you be obliged to email him? If we could get that code I KNOW the guys porting Fear and Loathing would get on the ball with Amber and Tag Extracter :)

Posted: Thu Apr 29, 2004 12:46 pm
by Taskman
Graydon wrote:I dont think crater big is ever actually used....it's never used for the shade sequencing at least....
damn, there are tw0 t0pics 0n the use 0f that #@$! sequence!

it is used as debris when y0u break "dwarf b0tt1e 1it"

p1us, this didn't s01ve my 1ast questi0n [ab0ve].

Posted: Thu Apr 29, 2004 1:42 pm
by mauglir
Is the cmap you're testing on indexed to 240 colors or 256? Myth needs about 16 colors to be reserved in the cmap color table for blood and crater effects to work properly, which is why you want to index your cmap to only 240.

Posted: Fri Apr 30, 2004 10:52 am
by haravikk
Okay, first things I notice in Amber:
- Key point for the debris is the top left corner, I don't believe a key point is required though
- reg point is the centre of the image
- selection box is not needed
- the image must have a shadow which 'shadows' it, ie the image should not have pixels that are not also present on the shadow for it (if there is no shadow for your debris then this is a likely cause).

Other than that I don't think I can help anymore without looking at the tags you have or knowing more about the debris and how it is meant to look

Posted: Fri Apr 30, 2004 11:51 am
by Taskman
mauglir wrote:Is the cmap you're testing on indexed to 240 colors or 256? Myth needs about 16 colors to be reserved in the cmap color table for blood and crater effects to work properly, which is why you want to index your cmap to only 240.
It's a vers0n 0f Wi110w Creek with different units.

Posted: Fri Apr 30, 2004 11:56 am
by Taskman
haravikk wrote:Okay, first things I notice in Amber:
- Key point for the debris is the top left corner, I don't believe a key point is required though
- reg point is the centre of the image
- selection box is not needed
- the image must have a shadow which 'shadows' it, ie the image should not have pixels that are not also present on the shadow for it (if there is no shadow for your debris then this is a likely cause).

Other than that I don't think I can help anymore without looking at the tags you have or knowing more about the debris and how it is meant to look

I'm n0t sure I underst00d what y0u meant.

The sequence is an hax0red c0py fr0m the 0rgina1 dwarf crater big sequence. reg p0int, etc. etc. seem t0 be the same as in the dwarf crater big sequence [verified at 500perc z00m].

If y0u want t0 100k at the c011ecti0n, I can make a quick C-NFD c0py f0r y0u and 1et y0u d0wn10ad it fr0m my website.

Posted: Fri Apr 30, 2004 3:27 pm
by haravikk
That would help, it looks to me that you're testing it on Willow Creek is that right?
I can attach the attack to a dwarf bottle and run a couple tests from there, see if I can track down what's wrong for you.