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.
<<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:-----------------------
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