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Author Topic: openBorStats Tool  (Read 41532 times)

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Offline maxman

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Re: openBorStats Tool
« Reply #315 on: October 26, 2012, 07:16:37 pm »
Not really a big deal at all, but OBS doesn't count Duckattack as an animation.  : P  :laughing:
Otherwise, you would need to use any Freespecial animation with a command for a Duck animation I guess. I wonder if it could work with either in script or non-script.
Dragon Duo (W.I.P./Outdated demo (2010 version)) (in progress)
Captain Commando (in progress)
Unelmia: Dreamers' Fate (collaborating with contress/taskmaster) (in progress)

Best OpenBOR mods:Spoiler
1. World Heroes Supreme Justice
2. Golden Axe Myth
3. Art of Fighting: Beats of Rage Remix III
4. A Tale of Vengeance
5. Valdivia Ransom City (demo)
6. Sega Brawlers Megamix
7. Super Fightin Spirit
8. Angel-0

Offline Vyck_St.Judas

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Re: openBorStats Tool
« Reply #316 on: October 27, 2012, 12:05:54 am »
OH! no, no. The engine recognises the animation just fine. The OBS tool just doesn't have it in the standard animation list. That's why I had said it was no big deal.  ;D. It's like missing a tiny spot of frosting on a delicious cake. It's one of those things only a baker would worry about.  ;)

Offline MatMan

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Re: openBorStats Tool
« Reply #317 on: October 27, 2012, 04:49:59 am »
Added Duck attack to the system editor, so it will be there from the next version onwards.

I always thought that slide was duck attack.

Edit..

You can easily add it using the system editor if you don't feel like waiting.
« Last Edit: October 27, 2012, 07:43:32 am by MatMan »

Offline Damon Caskey

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Re: openBorStats Tool
« Reply #318 on: October 27, 2012, 06:29:50 am »
Added Duck attack to the system editor, so it will be there from the next version onwards.

I always thought that slide was duck attack.

You may already know by now, but just in case:

OpenBOR has default duck/slide actions.

Slide: Dwn + Jump
Run Slide: Dwn + Jump (Running)
Duck Attack: Dwn + Attack ("2D" stage)
« Last Edit: October 27, 2012, 06:31:53 am by Damon Caskey »
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline MatMan

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Re: openBorStats Tool
« Reply #319 on: October 27, 2012, 12:55:33 pm »
V0.61
-----
"System"
..Updated glossary.
..Added about 30 examples and descriptions in the script animations section.
Few changes here and there.

Get the update .... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81

Offline nsw25

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Re: openBorStats Tool
« Reply #320 on: October 28, 2012, 03:07:55 am »
in regards to the attack boxes spazzing out on smaller images are they the actual placement of hit boxes and the big images is incorrect ? i dont move or create hitboxes by mouse i use the tables on the right side. should i change all my hitboxes so they look right on smaller images below but not right in the bigger image from now on ? have some issues with a few attacks being way off, and some bboxes

My current project: Simpsons treehouse of horror
My very first mod: Evil dead 2 redux

Offline MatMan

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Re: openBorStats Tool
« Reply #321 on: October 28, 2012, 05:09:10 am »
The image in the centre is correct, not the bottom ones. Or try use the previous version of openBorStats to prevent this problem.

Offline Die_In_Fire

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Re: openBorStats Tool
« Reply #322 on: November 17, 2012, 02:05:00 pm »
hi, can someone please explain me how to edit a level with oborstats?? actually what I want to do is to learn how to set walls, platforms, and holes. I have done it in the past with notepad, but I think is time for me to start using oborstats and see how I can work faster with it.

what I did was this: I browsed my data folder, and then press F5 for the level editor, but see the attached image... there's nothing...

and when I tried to load a char, an error window appeared, see attached file number 2

 :dunce:


Offline BeasTie

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Re: openBorStats Tool
« Reply #323 on: November 17, 2012, 09:09:23 pm »
I don't know why it gets that error, seems to be something with recent version (not sure if this is a reason, but try not to edit when the mod is already running in openbor)

To edit levels you need to double click the level under the levels branch.  (only levels included in a set will be shown)

If there is spaces in your directory names then images wont show up, stats should warn you when you first load the mod

So for example if your directory structure is like C:\OpenBOR\My MOD\data you need to change it too
C:\OpenBOR\My_Mod\data

Offline Die_In_Fire

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Re: openBorStats Tool
« Reply #324 on: November 17, 2012, 09:55:18 pm »

If there is spaces in your directory names then images wont show up, stats should warn you when you first load the mod

So for example if your directory structure is like C:\OpenBOR\My MOD\data you need to change it too
C:\OpenBOR\My_Mod\data

 :doh!:

that's it!! I'll move the files to a folder without spaces when I get home... thanks!  :cheers!:

Offline nsw25

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Re: openBorStats Tool
« Reply #325 on: November 17, 2012, 10:04:57 pm »
but you cant edit anything in levels using OpenBor stats, all it does is show you where enemies will be spawned, you cant physically move them around or items etc... not yet anyways ;) (hint hint)
My current project: Simpsons treehouse of horror
My very first mod: Evil dead 2 redux

Offline Die_In_Fire

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Re: openBorStats Tool
« Reply #326 on: November 17, 2012, 11:29:38 pm »
that's no problem, my problems are regards to walls/holes/platforms. I can do them but it's very time consuming, that's why I'll try oborstats  ;)

Offline salvo00786

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Re: openBorStats Tool
« Reply #327 on: November 18, 2012, 04:35:08 am »
Hi...
1) why when i try to import mugen sprites i get some errors and not all sprites are ripped?
these errors are truncate sff or subheaders ecc

2) it's possible to import sprites of different colour.
when i play mugen i can change the colour of the char. each char have various palette file with various colours. it's possible import all the sprites with one of this palette file?

Offline MatMan

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Re: openBorStats Tool
« Reply #328 on: November 19, 2012, 12:37:51 am »
@Die in Fire.
The only realy advantage of using the editor is that you can quickly re-align walls (etc) by changing attributes and refreshing the stage. you also have a the X and Y co-ords that make things easier for you.
The way I do is have a commented line showing the description of the wall above it and work around it, a usefull hint is to never have any of the wall(etc) co-ords to be 0.
As for using the shortcuts, allways have a project open and you have to have selected (dbl clicked) at least one of the relavent functions all ready loaded (so a level for the level edit etc).

@salvo00786
You'll have to be more specific as to what is missing?
Yeah, I wrote a separate app to be able to import mutli colours, been wanting to merge it into openBorStats but as it is of yet, it won't work as a automatic thing.

Offline BeasTie

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Re: openBorStats Tool
« Reply #329 on: November 19, 2012, 01:09:41 am »
usealy mugen chars have the palette files in the chars folder.  Just apply each palette to an existing sprite and use them as remaps/alterate palettes. 

or you can point to one as the main palette (in16/32bit mode)

Code: [Select]
palette {path}

    ~This is to set default palette for this entity. ONLY compatible with truecolor mode (see video.txt above)!.
    ~{path} is the location of the image whose palette will be used as default palette. The {path} is relative to OpenBoR.
    ~If truecolor mode is set but this command is not declared, the 1st image/frame of the entity will be used instead.
    ~Usually used in conjunction with 'alternatepal' below. But sometimes it can be used to change default palette entity is using
    ~If path is set to none, alternate palettes are ignored and allows each frame (see 'frame' in animation data below) to use its own palette
    ~Useful to create effect libraries without having to design public palette for all of those effects

 



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