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Thurbo
30 Jul 2010, 13:37
Is it possible to animate a grave you imported to the game? If so, how? I really have no idea how that sort of stuff works :p

Muzer
30 Jul 2010, 15:08
No, and for good reason - people could easily create really irritating animated graves that put people off.

GreeN
30 Jul 2010, 15:38
http://www.gifninja.com/Workspace/1e17f199-3477-49ca-92e5-47407d57828a/output.gif

That was harder than it looks!

Pac-Man
30 Jul 2010, 17:08
How are you trying to help Thurbo with this?

Thurbo
30 Jul 2010, 20:29
lol. Okay that doesn't help me but lol :p I'm not up to irritate players, I just wanna have a humourous animation for the grave you find down there.

As far as I can remember it is possible, I just have no idea how to.

CyberShadow
30 Jul 2010, 20:37
No, it is not possible to create custom animated graves that would be visible to other network players.

It is possible to select certain in-game sprites as animated graves by overflowing an unvalidated value in W:A's team file. Some team editors let you do this.

franpa
31 Jul 2010, 07:30
Will that value become validated in the next version of W:A preventing such things? If yes, is it possible to just restrict it the the abnormally big graves like Concrete Donkey and stuff?

Pac-Man
31 Jul 2010, 11:07
Hopefully not. I love how people try to collect my donor cards.

franpa
31 Jul 2010, 12:38
I mean, allow animated graves etc. still but don't allow any of the giant ones.

Thurbo
31 Jul 2010, 12:47
Hopefully not. I love how people try to collect my donor cards.

See. so there's no reason not to allow self-animated ones since TeamED already allows some confusing ones. Like a crate which I once tried to collect... also, if you create a simple mine it doesn't even have to be animated.

Pac-Man
31 Jul 2010, 12:54
There should be an option like "enable custom animated graves", similar to the forum features "enable avatars" which enables a check for the out of range grave ID byte or how it's stored. If the grave is an ingame sprite then, it falls back to the blue icy grave number 1 :)

Thurbo
31 Jul 2010, 17:05
If the grave is an ingame sprite then, it falls back to the blue icy grave number 1 :)

I think it's meant to be made of marble ;)
I'd also like to show others what grave I chose...

franpa
31 Jul 2010, 18:09
You can Thurbo as it is iirc transfered to other players when playing online.

jsgnext
1 Aug 2010, 20:27
See. so there's no reason not to allow self-animated ones since TeamED already allows some confusing ones. Like a crate which I once tried to collect... also, if you create a simple mine it doesn't even have to be animated.

Detecting Fake crates is easy....they have the '?' inverted :P
But the Concrete donkey is REALLY annoying....

GreeN
1 Aug 2010, 20:40
Detecting Fake crates is easy....they have the '?' inverted :P

I believe only if the worm dies facing a certain direction

franpa
2 Aug 2010, 08:41
Yep, graves face the direction the worm faces when dieing.

Thurbo
2 Aug 2010, 16:14
That's one of the advantages of animated garves.

Alien King
2 Aug 2010, 16:39
Is it possible to animate a grave you imported to the game? If so, how? I really have no idea how that sort of stuff works :p

The only way to do that would be to edit the sprite for one of the graves in the game already. Unfortunately this means only you'd see it and anyone else using that grave would, from your perspective, have the edited grave.
It's not really importing, just editing the files already there.

Thurbo
2 Aug 2010, 17:25
In which folder are those sprites?

GreeN
2 Aug 2010, 17:38
All sprites are in \Worms Armageddon\DATA\Gfx\Gfx.dir

Alien King
2 Aug 2010, 17:58
In which folder are those sprites?

They aren't in a folder. They're collected in an archive file located in the DATA/Gfx folder - specifically Gfx.dir.
Opening that file and extracting the desired contents requires a tool. There is somewhere, a sprite editor (made by someone called Fudgeboy I think).
Someone else made a thread detailing another, more recent editor: http://forum.team17.co.uk/showthread.php?t=41269

Years ago I started a project where I replaced the sprites with versions resembling (if only loosely) the signature worms of various forum members of the time. That project was abandoned long ago.
http://forum.team17.co.uk/showthread.php?t=20591


Some things to note:
W:A is limited to a 256 colour palette. The original sprites were all limited to one palette of which about 80 colours could be used. It's important that whatever image editor you use (the extracted sprites from FB's editor are given as a .bmp file) can keep the palette information.
The more recent updates have also added two new sprite directories (Gfx0.dir and Gfx1.dir) - these hold the newer sprites used by the game (the re-coloured Mortar and Sheep Launchers). They however, cannot be accessed by the old sprite editor. I do not know if there is a sprite editor available that can properly read those new directories - I haven't tried the one in the first thread I linked to.

Explorer
3 Aug 2010, 14:27
The more recent updates have also added two new sprite directories (Gfx0.dir and Gfx1.dir) - these hold the newer sprites used by the game (the re-coloured Mortar and Sheep Launchers).

This information is incorrect. The newer sprites are:
1. the re-coloured Mortar and Homing Missiles (Sheep Launchers are always white, and unchanged)
2. support for alternate colour schemes (for players with colour deficiencies)

Alien King
3 Aug 2010, 23:33
This information is incorrect. The newer sprites are:
1. the re-coloured Mortar and Homing Missiles (Sheep Launchers are always white, and unchanged)
2. support for alternate colour schemes (for players with colour deficiencies)

Forgot about the alternate colour schemes, but I thought the Sheep Launcher was the same as the bazooka. Meh, I can be wrong.
That's ultimately trivial though to what I was saying.