Frame Animator help

Frank Horrigan@BIS

Still Mildly Glowing
How do you get your creations to move? For example when I loaded the walking animation of a Deathclaw, it moved along for some hexes in the editor. My creation "moves" but doesn't get anywhere. This does also happen when testing it in the game.
 
Well this is the really painful part in the creation of a new FRM, below is an extract from my tutorial that I have finished now but not around to releashing:

Step 3 - Walking, Running & Climbing
Now the FRMs that 'walk' and 'run' require some special treatment before they will work, in fact if you do not adjust the individual Frame Offset for each frame the critters feet will just slide in the original hex when it tries to move, in fact it does it indefinitely (I had to hit the reset button on my computer to get out). This is the only really tedious step in the process now, buts its worth it. For each frame of the critter you will need to adjust the Frame Offset for each 'step' the critter takes in a given direction. Once again this must be repeated for each orientations (remembering the numbers change from positive to negative depending where on the orientation. This has to be done for all movement FRMs.

frmani3.jpg


Below is a table of the frame offsets you need to use for the 'walking' animations. The numbers below represent the total distance that needs to be traveled by the critter while it is walking. To work out the offset for each frame you need to devide the distance that needs to be traveled by the number of rrames in the animation (you cant use decimals, so spread the remander out evernly in the FRM). You will need to untock the 'Lock Offests' box in the 'Edit' 'Options' menu.

Movementoffset.jpg


For Running Frames double the distance to be traveled and edit the FPS to 18

action.jpg


For the climbing FRM use the following:
-2 Y for each frame (I did this on 14 frames so make it 28, though you could go a little bit more, but for this frame it doesnt really matter)

I have just figured out a way to speed this up a bit, I will try upload instructions for my "faster" way of doing it.

*EDIT*
Since I'm feeling generous today just paste the following into your saved project file

Walking - 12 Frames
TransparentColorMode=1
TransparentColor=16777215
AutoCutting=0
DitheringMethod=0
FPS=0
ActionFrame=0
Pallete=C:\Apps\frmantr2\Default.act
Background=
FRM=C:\Apps\SPRs\humanoid\StandWalk.FRM
Offset(0)=8,8,3,-2
Frame(0,0)=0,0,C:\Apps\SPRs\humanoid\Moves\StandWalk000000.BMP
Frame(0,1)=3,-2,C:\Apps\SPRs\humanoid\Moves\StandWalk000001.BMP
Frame(0,2)=6,-4,C:\Apps\SPRs\humanoid\Moves\StandWalk000002.BMP
Frame(0,3)=8,-6,C:\Apps\SPRs\humanoid\Moves\StandWalk000003.BMP
Frame(0,4)=11,-8,C:\Apps\SPRs\humanoid\Moves\StandWalk000004.BMP
Frame(0,5)=14,-10,C:\Apps\SPRs\humanoid\Moves\StandWalk000005.BMP
Frame(0,6)=16,-12,C:\Apps\SPRs\humanoid\Moves\StandWalk000006.BMP
Frame(0,7)=19,-14,C:\Apps\SPRs\humanoid\Moves\StandWalk000007.BMP
Frame(0,8)=22,-16,C:\Apps\SPRs\humanoid\Moves\StandWalk000008.BMP
Frame(0,9)=24,-18,C:\Apps\SPRs\humanoid\Moves\StandWalk000009.BMP
Frame(0,10)=27,-20,C:\Apps\SPRs\humanoid\Moves\StandWalk000010.BMP
Frame(0,11)=30,-22,C:\Apps\SPRs\humanoid\Moves\StandWalk000011.BMP
Offset(1)=3,17,5,0
Frame(1,0)=0,0,C:\Apps\SPRs\humanoid\Moves\StandWalk010000.BMP
Frame(1,1)=5,0,C:\Apps\SPRs\humanoid\Moves\StandWalk010001.BMP
Frame(1,2)=10,0,C:\Apps\SPRs\humanoid\Moves\StandWalk010002.BMP
Frame(1,3)=15,0,C:\Apps\SPRs\humanoid\Moves\StandWalk010003.BMP
Frame(1,4)=20,0,C:\Apps\SPRs\humanoid\Moves\StandWalk010004.BMP
Frame(1,5)=25,0,C:\Apps\SPRs\humanoid\Moves\StandWalk010005.BMP
Frame(1,6)=30,0,C:\Apps\SPRs\humanoid\Moves\StandWalk010006.BMP
Frame(1,7)=35,0,C:\Apps\SPRs\humanoid\Moves\StandWalk010007.BMP
Frame(1,8)=40,0,C:\Apps\SPRs\humanoid\Moves\StandWalk010008.BMP
Frame(1,9)=45,0,C:\Apps\SPRs\humanoid\Moves\StandWalk010009.BMP
Frame(1,10)=50,0,C:\Apps\SPRs\humanoid\Moves\StandWalk010010.BMP
Frame(1,11)=55,0,C:\Apps\SPRs\humanoid\Moves\StandWalk010011.BMP
Offset(2)=8,16,3,2
Frame(2,0)=0,0,C:\Apps\SPRs\humanoid\Moves\StandWalk020000.BMP
Frame(2,1)=3,2,C:\Apps\SPRs\humanoid\Moves\StandWalk020001.BMP
Frame(2,2)=6,4,C:\Apps\SPRs\humanoid\Moves\StandWalk020002.BMP
Frame(2,3)=8,6,C:\Apps\SPRs\humanoid\Moves\StandWalk020003.BMP
Frame(2,4)=11,8,C:\Apps\SPRs\humanoid\Moves\StandWalk020004.BMP
Frame(2,5)=14,10,C:\Apps\SPRs\humanoid\Moves\StandWalk020005.BMP
Frame(2,6)=16,12,C:\Apps\SPRs\humanoid\Moves\StandWalk020006.BMP
Frame(2,7)=19,14,C:\Apps\SPRs\humanoid\Moves\StandWalk020007.BMP
Frame(2,8)=22,16,C:\Apps\SPRs\humanoid\Moves\StandWalk020008.BMP
Frame(2,9)=24,18,C:\Apps\SPRs\humanoid\Moves\StandWalk020009.BMP
Frame(2,10)=27,20,C:\Apps\SPRs\humanoid\Moves\StandWalk020010.BMP
Frame(2,11)=30,22,C:\Apps\SPRs\humanoid\Moves\StandWalk020011.BMP
Offset(3)=-7,14,-3,2
Frame(3,0)=0,0,C:\Apps\SPRs\humanoid\Moves\StandWalk030000.BMP
Frame(3,1)=-3,2,C:\Apps\SPRs\humanoid\Moves\StandWalk030001.BMP
Frame(3,2)=-6,4,C:\Apps\SPRs\humanoid\Moves\StandWalk030002.BMP
Frame(3,3)=-8,6,C:\Apps\SPRs\humanoid\Moves\StandWalk030003.BMP
Frame(3,4)=-11,8,C:\Apps\SPRs\humanoid\Moves\StandWalk030004.BMP
Frame(3,5)=-14,10,C:\Apps\SPRs\humanoid\Moves\StandWalk030005.BMP
Frame(3,6)=-16,12,C:\Apps\SPRs\humanoid\Moves\StandWalk030006.BMP
Frame(3,7)=-19,14,C:\Apps\SPRs\humanoid\Moves\StandWalk030007.BMP
Frame(3,8)=-22,16,C:\Apps\SPRs\humanoid\Moves\StandWalk030008.BMP
Frame(3,9)=-24,18,C:\Apps\SPRs\humanoid\Moves\StandWalk030009.BMP
Frame(3,10)=-27,20,C:\Apps\SPRs\humanoid\Moves\StandWalk030010.BMP
Frame(3,11)=-30,22,C:\Apps\SPRs\humanoid\Moves\StandWalk030011.BMP
Offset(4)=-2,16,-5,0
Frame(4,0)=0,0,C:\Apps\SPRs\humanoid\Moves\StandWalk040000.BMP
Frame(4,1)=-5,0,C:\Apps\SPRs\humanoid\Moves\StandWalk040001.BMP
Frame(4,2)=-10,0,C:\Apps\SPRs\humanoid\Moves\StandWalk040002.BMP
Frame(4,3)=-15,0,C:\Apps\SPRs\humanoid\Moves\StandWalk040003.BMP
Frame(4,4)=-20,0,C:\Apps\SPRs\humanoid\Moves\StandWalk040004.BMP
Frame(4,5)=-25,0,C:\Apps\SPRs\humanoid\Moves\StandWalk040005.BMP
Frame(4,6)=-30,0,C:\Apps\SPRs\humanoid\Moves\StandWalk040006.BMP
Frame(4,7)=-35,0,C:\Apps\SPRs\humanoid\Moves\StandWalk040007.BMP
Frame(4,8)=-40,0,C:\Apps\SPRs\humanoid\Moves\StandWalk040008.BMP
Frame(4,9)=-45,0,C:\Apps\SPRs\humanoid\Moves\StandWalk040009.BMP
Frame(4,10)=-50,0,C:\Apps\SPRs\humanoid\Moves\StandWalk040010.BMP
Frame(4,11)=-55,0,C:\Apps\SPRs\humanoid\Moves\StandWalk040011.BMP
Offset(5)=-10,8,-3,-2
Frame(5,0)=0,0,C:\Apps\SPRs\humanoid\Moves\StandWalk050000.BMP
Frame(5,1)=-3,-2,C:\Apps\SPRs\humanoid\Moves\StandWalk050001.BMP
Frame(5,2)=-6,-4,C:\Apps\SPRs\humanoid\Moves\StandWalk050002.BMP
Frame(5,3)=-8,-6,C:\Apps\SPRs\humanoid\Moves\StandWalk050003.BMP
Frame(5,4)=-11,-8,C:\Apps\SPRs\humanoid\Moves\StandWalk050004.BMP
Frame(5,5)=-14,-10,C:\Apps\SPRs\humanoid\Moves\StandWalk050005.BMP
Frame(5,6)=-16,-12,C:\Apps\SPRs\humanoid\Moves\StandWalk050006.BMP
Frame(5,7)=-19,-14,C:\Apps\SPRs\humanoid\Moves\StandWalk050007.BMP
Frame(5,8)=-22,-16,C:\Apps\SPRs\humanoid\Moves\StandWalk050008.BMP
Frame(5,9)=-24,-18,C:\Apps\SPRs\humanoid\Moves\StandWalk050009.BMP
Frame(5,10)=-27,-20,C:\Apps\SPRs\humanoid\Moves\StandWalk050010.BMP
Frame(5,11)=-30,-22,C:\Apps\SPRs\humanoid\Moves\StandWalk050011.BMP

Running - 11 Frames
TransparentColorMode=1
TransparentColor=16777215
AutoCutting=0
DitheringMethod=0
FPS=18
ActionFrame=0
Pallete=C:\Apps\frmantr2\Default.act
Background=
FRM=C:\Apps\SPRs\humanoid\StandRun.FRM
Offset(0)=0,10,7,-5
Frame(0,0)=0,0,C:\Apps\SPRs\humanoid\Moves\StandRun000000.BMP
Frame(0,1)=8,-5,C:\Apps\SPRs\humanoid\Moves\StandRun000001.BMP
Frame(0,2)=15,-10,C:\Apps\SPRs\humanoid\Moves\StandRun000002.BMP
Frame(0,3)=23,-15,C:\Apps\SPRs\humanoid\Moves\StandRun000003.BMP
Frame(0,4)=30,-20,C:\Apps\SPRs\humanoid\Moves\StandRun000004.BMP
Frame(0,5)=38,-25,C:\Apps\SPRs\humanoid\Moves\StandRun000005.BMP
Frame(0,6)=45,-30,C:\Apps\SPRs\humanoid\Moves\StandRun000006.BMP
Frame(0,7)=53,-35,C:\Apps\SPRs\humanoid\Moves\StandRun000007.BMP
Frame(0,8)=60,-40,C:\Apps\SPRs\humanoid\Moves\StandRun000008.BMP
Frame(0,9)=68,-45,C:\Apps\SPRs\humanoid\Moves\StandRun000009.BMP
Frame(0,10)=75,-50,C:\Apps\SPRs\humanoid\Moves\StandRun000010.BMP
Offset(1)=-3,4,12,0
Frame(1,0)=0,0,C:\Apps\SPRs\humanoid\Moves\StandRun010000.BMP
Frame(1,1)=12,0,C:\Apps\SPRs\humanoid\Moves\StandRun010001.BMP
Frame(1,2)=24,0,C:\Apps\SPRs\humanoid\Moves\StandRun010002.BMP
Frame(1,3)=36,0,C:\Apps\SPRs\humanoid\Moves\StandRun010003.BMP
Frame(1,4)=48,0,C:\Apps\SPRs\humanoid\Moves\StandRun010004.BMP
Frame(1,5)=60,0,C:\Apps\SPRs\humanoid\Moves\StandRun010005.BMP
Frame(1,6)=72,0,C:\Apps\SPRs\humanoid\Moves\StandRun010006.BMP
Frame(1,7)=84,0,C:\Apps\SPRs\humanoid\Moves\StandRun010007.BMP
Frame(1,8)=96,0,C:\Apps\SPRs\humanoid\Moves\StandRun010008.BMP
Frame(1,9)=108,0,C:\Apps\SPRs\humanoid\Moves\StandRun010009.BMP
Frame(1,10)=120,0,C:\Apps\SPRs\humanoid\Moves\StandRun010010.BMP
Offset(2)=-3,12,7,5
Frame(2,0)=0,0,C:\Apps\SPRs\humanoid\Moves\StandRun020000.BMP
Frame(2,1)=8,5,C:\Apps\SPRs\humanoid\Moves\StandRun020001.BMP
Frame(2,2)=15,10,C:\Apps\SPRs\humanoid\Moves\StandRun020002.BMP
Frame(2,3)=23,15,C:\Apps\SPRs\humanoid\Moves\StandRun020003.BMP
Frame(2,4)=30,20,C:\Apps\SPRs\humanoid\Moves\StandRun020004.BMP
Frame(2,5)=38,25,C:\Apps\SPRs\humanoid\Moves\StandRun020005.BMP
Frame(2,6)=45,30,C:\Apps\SPRs\humanoid\Moves\StandRun020006.BMP
Frame(2,7)=53,35,C:\Apps\SPRs\humanoid\Moves\StandRun020007.BMP
Frame(2,8)=60,40,C:\Apps\SPRs\humanoid\Moves\StandRun020008.BMP
Frame(2,9)=68,45,C:\Apps\SPRs\humanoid\Moves\StandRun020009.BMP
Frame(2,10)=75,50,C:\Apps\SPRs\humanoid\Moves\StandRun020010.BMP
Offset(3)=2,10,-7,5
Frame(3,0)=0,0,C:\Apps\SPRs\humanoid\Moves\StandRun030000.BMP
Frame(3,1)=-8,5,C:\Apps\SPRs\humanoid\Moves\StandRun030001.BMP
Frame(3,2)=-15,10,C:\Apps\SPRs\humanoid\Moves\StandRun030002.BMP
Frame(3,3)=-23,15,C:\Apps\SPRs\humanoid\Moves\StandRun030003.BMP
Frame(3,4)=-30,20,C:\Apps\SPRs\humanoid\Moves\StandRun030004.BMP
Frame(3,5)=-38,25,C:\Apps\SPRs\humanoid\Moves\StandRun030005.BMP
Frame(3,6)=-45,30,C:\Apps\SPRs\humanoid\Moves\StandRun030006.BMP
Frame(3,7)=-53,35,C:\Apps\SPRs\humanoid\Moves\StandRun030007.BMP
Frame(3,8)=-60,40,C:\Apps\SPRs\humanoid\Moves\StandRun030008.BMP
Frame(3,9)=-68,45,C:\Apps\SPRs\humanoid\Moves\StandRun030009.BMP
Frame(3,10)=-75,50,C:\Apps\SPRs\humanoid\Moves\StandRun030010.BMP
Offset(4)=2,5,-12,0
Frame(4,0)=0,0,C:\Apps\SPRs\humanoid\Moves\StandRun040000.BMP
Frame(4,1)=-12,0,C:\Apps\SPRs\humanoid\Moves\StandRun040001.BMP
Frame(4,2)=-24,0,C:\Apps\SPRs\humanoid\Moves\StandRun040002.BMP
Frame(4,3)=-36,0,C:\Apps\SPRs\humanoid\Moves\StandRun040003.BMP
Frame(4,4)=-48,0,C:\Apps\SPRs\humanoid\Moves\StandRun040004.BMP
Frame(4,5)=-60,0,C:\Apps\SPRs\humanoid\Moves\StandRun040005.BMP
Frame(4,6)=-72,0,C:\Apps\SPRs\humanoid\Moves\StandRun040006.BMP
Frame(4,7)=-84,0,C:\Apps\SPRs\humanoid\Moves\StandRun040007.BMP
Frame(4,8)=-96,0,C:\Apps\SPRs\humanoid\Moves\StandRun040008.BMP
Frame(4,9)=-108,0,C:\Apps\SPRs\humanoid\Moves\StandRun040009.BMP
Frame(4,10)=-120,0,C:\Apps\SPRs\humanoid\Moves\StandRun040010.BMP
Offset(5)=1,9,-7,-5
Frame(5,0)=0,0,C:\Apps\SPRs\humanoid\Moves\StandRun050000.BMP
Frame(5,1)=-8,-5,C:\Apps\SPRs\humanoid\Moves\StandRun050001.BMP
Frame(5,2)=-15,-10,C:\Apps\SPRs\humanoid\Moves\StandRun050002.BMP
Frame(5,3)=-23,-15,C:\Apps\SPRs\humanoid\Moves\StandRun050003.BMP
Frame(5,4)=-30,-20,C:\Apps\SPRs\humanoid\Moves\StandRun050004.BMP
Frame(5,5)=-38,-25,C:\Apps\SPRs\humanoid\Moves\StandRun050005.BMP
Frame(5,6)=-45,-30,C:\Apps\SPRs\humanoid\Moves\StandRun050006.BMP
Frame(5,7)=-53,-35,C:\Apps\SPRs\humanoid\Moves\StandRun050007.BMP
Frame(5,8)=-60,-40,C:\Apps\SPRs\humanoid\Moves\StandRun050008.BMP
Frame(5,9)=-68,-45,C:\Apps\SPRs\humanoid\Moves\StandRun050009.BMP
Frame(5,10)=-75,-50,C:\Apps\SPRs\humanoid\Moves\StandRun050010.BMP

*EDIT*
The 8) is supposed to '8' and then a ')' sorry
 
Thanks

I've used the values given by you but as my creation used more and less animations it ended up outside the hexes, which apparently freezes the game now will loading.

EDIT: I fixed the problem. The hexes I used weren't correct with the ones in the fpr file. Just edited it.
 
Just out of interest on yor avatar what is the arrow pointing to? I cant quite make it out.

Also Trolle, our team leader at MR will be releasing the full tutorial on how to make SPRs inot FRMs (FO2 critters) very soon.

Cheers
 
^^

Well it's the dudes hair which the arrow points at, as it almost looks like "dust". Although may need a different kind of humor to find that funny. ;D
 
Frank Horrigan@BIS said:
^^

Well it's the dudes hair which the arrow points at, as it almost looks like "dust". Although may need a different kind of humor to find that funny. ;D

The low quality of the pic screws up the entire joke. I can't recognize anything except for some guy.
 
Ok, the critter I'm implanting walked out of the red hex (due to his animations) when creating the "getting hit" animation. I than untocked the "lock offset" option, to be able to keep the critter inside the red hex (while editing the frames one by one). Although, after I got finished the critter still moved away two hexes (from his "standing hex") in the game.
 
Have you read my tutorial on critter creation?
You will need to do the following (and you will hate this part)

1) Reset the 'Frame Offset' (not the Frame(s) Offset) for each orientation of every new FRM you have made to x=0 and y= 0. You do not need to center each of the FRMs as the engine will automaticaly center them on the Master FRM for that collection, any atemp to amanually center them will in fact take them further away from the center.

2) Only the Master FRM needs to be centered in the red hex. This is the FRM with the suffix 'AA' and should be the idle FRM or breathing FRM that the critter defaults to after a period of inactivity. You do not need to center each of the idle fro each weapon, it only needs to be done with the unarmed idle 'AA' FRM.
 
Hah! That really fixed it! Good that there is someone around who knows what to do when adding new graphics.

This might sound a bit stupid but I'm curious about it:

I used the X & Y values given by you which you wrote are needed to for the walk and running animations.

So when I edited the walking animations for west and east (for my critter) I got the following result:

(East)

Frame(1,0)=0,0,C:\Games\Advanced Games\Fallout\Backup\Deman\Walk\DEMANTAB010000.BMP
Frame(1,1)=4,0,ca:\Games\Advanced Games\Fallout\Backup\Deman\Walk\DEMANTAB010001.BMP
Frame(1,2)=8,0,C:\Games\Advanced Games\Fallout\Backup\Deman\Walk\DEMANTAB010002.BMP
Frame(1,3)=12,0,C:\Games\Advanced Games\Fallout\Backup\Deman\Walk\DEMANTAB010003.BMP
Frame(1,4)=16,0,C:\Games\Advanced Games\Fallout\Backup\Deman\Walk\DEMANTAB010004.BMP
Frame(1,5)=20,0,C:\Games\Advanced Games\Fallout\Backup\DemanWalk\DEMANTAB010005.BMP
Frame(1,6)=24,0,C:\Games\Advanced Games\Fallout\Backup\Deman\Walk\DEMANTAB010006.BMP
Frame(1,7)=28,0,C:\Games\Advanced Games\Fallout\Backup\Deman\Walk\DEMANTAB010007.BMP
Frame(1,8)=32,0,C:\Games\Advanced Games\Fallout\Backup\Deman\Walk\DEMANTAB010008.BMP
Frame(1,9)=36,0,C:\Games\Advanced Games\Fallout\Backup\Deman\Walk\DEMANTAB010009.BMP
Frame(1,10)=40,0,C:\Games\Advanced Games\Fallout\Backup\Deman\Walk\DEMANTAB010010.BMP
Frame(1,11)=44,0,C:\Games\Advanced Games\Fallout\Backup\Deman\Walk\DEMANTAB010011.BMP
Frame(1,12)=48,0,C:\Games\Advanced Games\Fallout\Backup\Deman\Walk\DEMANTAB010012.BMP
Frame(1,13)=52,0,C:\Games\Advanced Games\Fallout\Backup\Deman\Walk\DEMANTAB010013.BMP
Frame(1,14)=56,0,C:\Games\Advanced Games\Fallout\Backup\Deman\Walk\DEMANTAB010014.BMP
Frame(1,15)=60,0,C:\Games\Advanced Games\Fallout\Backup\Deman\Walk\DEMANTAB010015.BMP

After a while I downloaded the heavy power armor animation made by you for some checkings. I noticed than that your animation also used 15 frames (16) but had (-)75 as a X value for the east and west animations. My question:

Why did you use 75 instead of 60? are there any "viewable" effects by "using" a higher value than those that are needed?
 
I'm not sure sorry, I made that a while back before I fully understood who FRMs work in FO2. I also made it using FRM workshop and FRM Workshop does not have the Frame Offset option, so while you can adjust individual frames you cant adjust a whole orientation.

The most importent thing with a running FRM is that you set the Frames per second to 18. It might effect the speed at which the critter moves if you make the values different, but as long as it is approximately correct it should be fine.

Just ouyt of interest wht is the new critter you are making?

DEMANTAB or Demant? Some sort of Mantis?

Anyway you would probably need to rename your FRMs to start with the one of the following Prefixs (though it might run without it)

HA - Hero Androgoness
HM - Hero Male
HF - Hero Female
MA - Monster Androgoness
NM - NPC Male
NF - NPC Female
 
Wild_qwerty said:
I'm not sure sorry, I made that a while back before I fully understood who FRMs work in FO2. I also made it using FRM workshop and FRM Workshop does not have the Frame Offset option, so while you can adjust individual frames you cant adjust a whole orientation.

The most importent thing with a running FRM is that you set the Frames per second to 18. It might effect the speed at which the critter moves if you make the values different, but as long as it is approximately correct it should be fine.

Ok, than I don't need to worry about anything.

Wild_qwerty said:
Just ouyt of interest wht is the new critter you are making?

DEMANTAB or Demant? Some sort of Mantis?

Ohh sorry, but if I would write this now the hole surprise for my mod will vanish. The mod might be released within two weeks though. Just one thing, Deman is just a *fake* name I put in everytime I've questions about critter editing.

Wild_qwerty said:
Anyway you would probably need to rename your FRMs to start with the one of the following Prefixs (though it might run without it)

HA - Hero Androgoness
HM - Hero Male
HF - Hero Female
MA - Monster Androgoness
NM - NPC Male
NF - NPC Female

Yeah it actually worked at least for Fallout 1.
 
Just as long as you aren't releasing the environmental armour before I do :) I've got the FRMs all finished and just waiting for scripting and a few other bits and pieces, but most of its done.
 
'Offsets' in the project-file is an internal performance of the FrameAnimator. It is absolute offsets of the BMP-frames. Be not guided by them. The real offsets, which are written in a FRM-file, calculate dynamically and depend on the current options: autocutting and background colour.
 
Wild_qwerty said:
Just as long as you aren't releasing the environmental armour before I do :) I've got the FRMs all finished and just waiting for scripting and a few other bits and pieces, but most of its done.

No need to worry ;)

Say does the function of using your own pallete actually have any effects? When I'm using a frm with my own pallet in the game it just appears "fuzzy"....
 
I have always used the FO2 palette (extracted from existing FO2 FRMs) just to be sure, or the one that comes with Frame Animator
 
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