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Author Topic: one more time.... :p  (Read 729 times)

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Offline ZeroSpades

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one more time.... :p
« on: August 11, 2007, 02:30:09 AM »
 >:( i know its becuase of technical difficulties.

anyway i still need some help on after imageing. i just want to add an after image to a speed increase super like wolverine's. I know how to add the speed already but the after image wont stay when the player contorls the character. what do i need to do?




Offline Excursion

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Re: one more time.... :p
« Reply #1 on: August 11, 2007, 08:11:22 AM »
Contrary to popular belief, the docs in the MUGEN folder are very helpful. It breaks it down step by step so you understand what each part of the sctrl is for. Here is what it says about AfterImage:

------------------------------------------------------------
AfterImage
------------------------------------------------------------
Enables player afterimage effects. The character's frames are stored in a history buffer, and are displayed after a delay as afterimages.

Required parameters:

  none

Optional parameters:

  time = duration (int)

    Specifies the number of ticks that the afterimages should be

    displayed for. Set to -1 to display indefinitely. Defaults to 1.

  length = no_of_frames (int)

    Sets the capacity of the frame history buffer. The history will

    hold up to no_of_frames of the character's most recently saved

    frames. Assuming constant values for timegap and framegap,

    increasing the length can increase the number and "age" (for lack

    of a better term) of afterimages displayed at one time. The

    maximum length is 60, and the default is 20.

  palcolor = col (int)

  palinvertall = invertall (bool)

  palbright = add_r, add_g, add_b (int)

  palcontrast = mul_r,mul_g, mul_b (int)

  palpostbright = add2_r,add2_g, add2_b (int)

These parameters determine palette effects to be applied to all afterimages. First the color level is adjusted according to the palcolor value, then if invertall is non-zero the colors are inverted. Afterwards, the palbright components are added to the corresponding component of the player's palette, then each component is multiplied by the corresponding palcontrast component divided by 256, then the palpostbright components are added to the result. The value of palcolor ranges from 0 (greyscale) to 256 (normal color). For instance, if the red component of the character's palette is denoted pal_r, then the red component of the afterimage palette is given by (pal_r+add_r)*mul_r/256 + add2_r, assuming palcolor and palinvert are left at their default values. Valid values are 0-256 for palcolor, 0-255 for palbright and palpostbright components, and any non-negative integer for palcontrast components. The defaults are:

palcolor = 256

palinvertall = 0

palbright = 30,30,30

palcontrast = 120,120,220

palpostbright = 0,0,0

  paladd = add_r, add_g, add_b (int)

  palmul = mul_r,mul_g, mul_b (float)

These parameters specify palette effects that are applied repeatedly to successive frames in the afterimage. In one application of these palette effects, first the paladd components are added to the afterimage palette, then the components are multiplied by the palmul multipliers. These effects are applied zero times to the most recent afterimage frame, once to the  second-newest afterimage frame, twice in succession to the third-newest afterimage frame, etc. Valid values are 0-255 for the paladd components, and any non-negative float value for the palmul multipliers. The defaults are:

paladd = 10,10,25

palmul = .65,.65,.75

  timegap = value (int)

    This parameter controls how many frames to skip between saving

    player frames to the history buffer for afterimage display. The

    default is 1 (skip no frames). To save every third frame (for

    example), you would use timegap = 3.

  framegap = value (int)

    Every value'th frame in the history buffer will be displayed as an

    afterimage. For instance, if framegap = 4 (the default), then the

    first, fifth, ninth, ... frames of the history buffer will be

    displayed as afterimages.

  trans = type (string)

    Specifies the transparency type for the afterimages. Valid types

    are "none" for an opaque afterimage, "add", "add1", and "sub".

Example:

(This is my own example. This is what I am using for Iceman's "thrust" kick which shows an After Image of Iceman for a short period of time. Play with the settings to see if you get the desired results)

Code: [Select]
[State 225, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

Offline ZeroSpades

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Re: one more time.... :p
« Reply #2 on: August 13, 2007, 10:38:27 AM »
 :D ahh. thanks man. I think i might of over looked this in the doc. I check just to be sure and sure enough it was right there.( I feel dumb now  :P ) anyways this should definately help a lot.

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