WWang Posted June 12, 2023 Share Posted June 12, 2023 Hi guys, I'm recently trying to decode shp files. I can decode animation frames to image now, but I found that all the animations of a unit is bundled in one shp file without any information to separate them. For example, there are continuous walking, attacking and death animation frames. My question is where is the metadata that identifies the range of a span of frames? I guess there must be those identifiers somewhere but I can't find them now. Thanks. Link to comment Share on other sites More sharing options...
WWang Posted June 12, 2023 Author Share Posted June 12, 2023 I just got replied in the Mental Omega Discord channel by @Morton : in art/artmd/artmo INI there are "sequences" that contain what you want i.e. [GISequence] Ready=0,1,1 Guard=0,1,1 Prone=86,1,6 Walk=8,6,6 FireUp=164,6,6 Down=260,2,2 Crawl=86,6,6 Up=276,2,2 FireProne=212,6,6 Idle1=56,15,0,S Idle2=71,15,0,E Die1=134,15,0 Die2=149,15,0 Die3=0,1,1 Die4=0,1,1 Die5=0,1,1 Deploy=300,15,0 Deployed=292,1,1 DeployedFire=315,6,6 DeployedIdle=0,0,0 Undeploy=276,2,2 Paradrop=363,1,0 Cheer=364,8,0,E Panic=8,6,6 starting frame,length,offset to the next facing so for Walk=8,6,6 it's "start at frame 8, use 6 frames per facing" there are 8 facings, starting from north and going counter clockwise if an animation doesn't have facings, it will have 0 as the third value, i.e. Die or Deploy Idle1, Idle2, Cheer have a special case where the 4th extra value is S (south) or E (east), but I don't know if that's used at all Link to comment Share on other sites More sharing options...
McPwny Posted June 14, 2023 Share Posted June 14, 2023 the directions on the idle and cheer are used. it just makes it so the sprites dont look like they are awkwardly jerking around between facings at the end of an animation Link to comment Share on other sites More sharing options...
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