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Re: [REQ] Wolf Monster

Posted: 16 Jun 2011, 13:06
by nmaligec
Ya, I have read several of these 'guides'. They are all pretty much a copy paste of official eAthena documentation. The problem is that:
1. tmw uses a different client, which processes animations differently.
2. the guide is still vague. I want an exact equation that I can use to calculate exact frame times (visual/client side) as well as damage per second (server side).

It would really help mob design if we knew the specific effects on frame timing from speed, Adelay, and Amotion.

Re: [REQ] Wolf Monster

Posted: 16 Jun 2011, 13:14
by Alige
I tried to dye the wolf using monsters.xml and it seems it doesn't want to dye from white. ("|W" in the spritesheet). So could you please, while making improvements, make sure that the fur's color is really in white tones (desaturate). But don't forget there are the eyes and the mouth to not desaturate.

Re: [REQ] Wolf Monster

Posted: 16 Jun 2011, 15:21
by Crush
I'm sorry, but I took a look at the sourcecode and couldn't find any sign that the animation speed of sprites is affected by anything except for the delay (in milliseconds) in the animation xml. Are you sure that it isn't just an optical illusion?

Re: [REQ] Wolf Monster

Posted: 23 Jun 2011, 18:43
by skipy
as far as speed of sprite ...you may be able to do this on the art side of thing...

trick the eye in to making it seem faster then it is by moving the off-set a little and adding trails to show "fast"...so when its needed (runing or something)it would have the sprite have on its tile(like its not there and has move)...keep in mind this is to show fastness of moveing and only should last for 1 frame...idea is to trick the eyes of player..**no clue if this helps**


pateame- i really love the work you have done and the way you go about...please please keep up the graet work.. :D :twisted:

------skipy

Re: [REQ] Wolf Monster

Posted: 23 Jun 2011, 21:41
by pateame
Here's the dyable spritesheet file, and a new testing .XML file with some modifications:
[+] Dyable Spritesheet: http://dl.dropbox.com/u/12510339/tmw/monster-wolf.png
[+] XML file: http://dl.dropbox.com/u/12510339/tmw/monster-wolf.xml
No progress made on graphics, just the following testing results:
------------- About animations speed/delay problems ---------------------
There's the new values I got while testing on this example:

Code: Select all

XXXX,	Wolf,		Wolf,		135,	8300,	0,	0,	800,	2,	275,	355,	20,	15,	30,	15,	30,	3,	60,	40,	1,	1,	1,	0,	29,	137,	425,	770,	500,	500,	631,	1000,		0,	0,		0,	0,		0,	0,		0,	0,		0,	0,		0,	0,		0,	0,		0,	0,	0,	0,	,	,	,	,	,	,	0,		0
Some conclusions about current animation problems:
a) "Attack.sequence" = speed + sequence delays
b) "Attack.sequence" <= adelay
c) Preview image shows how this value can affect current animations:
* Good config shows all attack frames, finish with first idle frame and start again
* Bad config only show first attack frame and stay frozen, attack is too fast as to jump to idle frames again.
Image
<<Before/After testing>>
1) Before: All attack frames wasn't displayed during attack sequences, just first 3 frames, and after it jumps to idle/stand animations. Attack sequence currently have 5 frames, and we need to display all them:
- After: Attack delays reduced in monster-wolf.xml file to reduce overall duration.
+ Example: <sequence start="55" end="59" delay="70"/> >>>70ms * 5frames = 425 ms sequence
2) Before: ¿how server-side affect animations using speed/adelay values in mob_db.txt?
- After: Sourcecode is too complicated for me, but searching on it (/tmwserver/src/map/mob.c), it uses the following values to generate a "dummy" mob:
mob_db[class].speed = 300;, mob_db[class].adelay = 1000;
mob_db[class].amotion = 500;, mob_db[class].dmotion = 500;
Based on dummy values, I just did a bruteforce test (yeah.. editing mob_db.txt and doing "@reloadmobdb" as GM, as many times as needed until get a good value)


---------------------About dyable features:-----------------------
Image
Pallete values used on this testing:
white: |#606070,000033,A8A8B8,B0B0B8,D0D0D0,FFFFFF
blue/gray: |#484858,606070,787888,9090A0,A8A8B8,D0D0D0
brown: |#523F29,6B4F2A,6B594F,7D6400,A4836C,B4A584

About outline variations, I like the following reference from devianart:
http://fc01.deviantart.net/fs24/f/2007/ ... edWolf.jpg

Re: [REQ] Wolf Monster

Posted: 24 Jun 2011, 05:15
by Len
http://www.carlson-art.com/lifescience/dog-muscles.html
Perhaps you should define the muscles a little...
wolf.png
wolf.png (2.37 KiB) Viewed 4358 times
Also a animals back would be arced in this position.

Re: [REQ] Wolf Monster

Posted: 24 Jun 2011, 09:41
by enchilado
Amazing as always, Len. If you'd care to do the same thing to the rest of pateame's frames, that would be greatly appreciated. If not, pateame - do you think you could mimic Len's style?

Some efforts towards the correction of the perspective would also be very nice.

Re: [REQ] Wolf Monster

Posted: 24 Jun 2011, 16:55
by Len
The animation is great, but I think we need a little more butt action to give the wolf a little more spring as he/she pushes forward.
wolfo.gif
wolfo.gif (3.3 KiB) Viewed 4314 times
original
wolf.gif
wolf.gif (2.51 KiB) Viewed 4314 times
with more butt and back movement
If you'd care to do the same thing to the rest of pateame's frames,
Perhaps, when I find the time I'll give it a go.

Re: [REQ] Wolf Monster

Posted: 24 Jun 2011, 17:26
by Alige
Len wrote:Perhaps, when I find the time I'll give it a go.
That would really be great!

Re: [REQ] Wolf Monster

Posted: 12 Jul 2011, 15:08
by pateame
1) poison_ivy wrote:pateame - do you think you could mimic Len's style?
2) Len wrote:The animation is great, but I think we need a little more butt action to give the wolf a little more spring as he/she pushes forward with more butt and back movement
1) 'Trying' to clone style proposed by Len, but sure Len can do it easier. Anyway, I will keep trying, any help is welcome while I practice more.
ImageImageImage
2) I see that on new proposed walk animation there's two new frames to draw and replace, lot of work to do but result looks nice. I took some bone references based on that anatomy to get more ideas (maybe to do a faster monster). If anyone have made some progress on this, let me know it to dont do the work twice.

Re: [REQ] Wolf Monster

Posted: 18 Jul 2011, 00:21
by meway
Bump, And o.O that was my second peace of pixel art like 4 years ago. :s

Re: [REQ] Wolf Monster

Posted: 21 Jul 2011, 22:03
by pateame
Here's a review of current progress with len reference, but dyeable now:
Sketch = http://dl.dropbox.com/u/12510339/sketch ... idelen.png
Any shading example as given by len for the other views (right, north, south) will be great before continue.

Re: [REQ] Wolf Monster

Posted: 08 Aug 2011, 10:41
by Jenalya
I think the wolf looks great so far. :)
Since it is planned to be part of the next content release, I wondered how close it is to completion?

Re: [REQ] Wolf Monster

Posted: 10 Aug 2011, 09:29
by Len
I reworked the front a little...
wolf front.png
wolf front.png (1.68 KiB) Viewed 3993 times
Also, worry about defining its shape(volume) before worrying about its texture.
texture.png
texture.png (10.74 KiB) Viewed 3993 times
wolf.png
wolf.png (11.24 KiB) Viewed 3975 times

Re: [REQ] Wolf Monster

Posted: 18 Aug 2011, 19:27
by pateame
Jenalya wrote:Since it is planned to be part of the next content release, I wondered how close it is to completion?
Considering that redraw process is quite boring, I haven't finish it yet :oops:
But here's a preview of current work trying to clone Len's style (again, thanks Len for your examples):
Image
[+] Current Spritesheet: http://dl.dropbox.com/u/12510339/sketch ... r-wolf.png
Spritesheet is still unfinished and not all frames are done (60%). Attack frames need more atenttion and maybe some new frames could be needed,
as new death frames. Also the old hex values for dyeable pallete will change with current version.