OpenXcom Forum

Modding => Tools => Topic started by: NoelBuddy on September 17, 2014, 02:26:20 am

Title: Sprite Sheets
Post by: NoelBuddy on September 17, 2014, 02:26:20 am
I've been playing around with editing different tilesets and was wondering if there was a comprehensive list of the order things are referenced in sprite sheets?

For example 2-handed weapons should have 8 sprite blocks in the order W,NW,N,NE,E,SE,S,SW(North being the top right edge) Soldiers sprites should be 275 blocks in this order L-arm N, L-Arm NE, L-Arm... 3 frame death sequence, F-Torso N,...

It would be helpful when trying to picture what which body part at what angle I'm looking at it.
Title: Re: Sprite Sheets
Post by: yrizoud on September 17, 2014, 02:51:41 pm
Similar question, and the template that I use for handobjs:
https://openxcom.org/forum/index.php?topic=2581.msg26245 (https://openxcom.org/forum/index.php?topic=2581.msg26245)

I haven't worked on soldiers themselves, so I don't have a template that keeps all limbs on separate layers.
Title: Re: Sprite Sheets
Post by: NoelBuddy on September 17, 2014, 07:49:19 pm
Thanks!  I also found this thread(https://openxcom.org/forum/index.php?topic=426.msg4296#msg4296) which seems to answer these questions... well at least for the soldiers, not for the other races drawing routines...

Here's the standing/kneeling frames in a layered .xcf file too(https://openxcommods.weebly.com/downloads2.html), it's not all of them but it certainly helps.
Title: Re: Sprite Sheets
Post by: XOps on September 18, 2014, 01:40:47 am
https://www.ufopaedia.org/index.php?title=XCOM_0.PCK

Also https://www.ufopaedia.org/index.php?title=UNITS has a list of other pcks. A few of them even have references to what each frame is, but not many though. Generally speaking most units follow XCOM_0.PCK's rules fairly close.
Title: Re: Sprite Sheets
Post by: NoelBuddy on September 18, 2014, 03:15:40 am
Okay.  So this explains most of them, for aliens they go in the same order as soldiers just dropping unused frames.

Remaining mysteries:
Silacoid 6 frames and then 3 for death, ??? that doesn't even make one for each direction it can be facing let alone moving.

Celatid: long death animation, but are all of the last 20 frames just it's death, does it not have any movement animation and I just never paid enough attention to notice? (this could be useful if you want something with a elaborate death scene tho the zombie is a good option for that too...)

HWP/Cyberdisk/Reaper/Sectopod: I can place them together, but I wouldn't complain if someone saved me the jigsaw puzzle.

New question:
In the Muton sheet there are empty spaces where kneeling legs would be because they kneel to nobody... but do those need to stay blank or can they simply be omitted?
Title: Re: Sprite Sheets
Post by: Falko on September 18, 2014, 03:24:47 am
silakoid  has 8 animationframes are { 0, 1, 2, 3, 4, 3, 2, 1 };
so 0=0, 4=4,5=3,..7=1
no directional frames

Celatid has 3 deathframes the green spit frames are unused

hwpbuilder
see https://openxcom.org/forum/index.php?topic=2349.0 tool3 does exactly that

mutonimages
if you dont have them (empty or not) the index of the following images shifts by 8 the result would be sprite chaos legs as arms, crashes while finding the last frame,...
Title: Re: Sprite Sheets
Post by: NoelBuddy on September 18, 2014, 03:59:42 am
Silacoid: So 0 - 3 are the animation cycle? 4 and 5, unused? then 6 - 8 are the death.

Muton:
Thought so, thanks for saving me a headache.
Title: Re: Sprite Sheets
Post by: Falko on September 18, 2014, 04:11:23 am
Silacoid: So 0 - 3 are the animation cycle? 4 and 5, unused? then 6 - 8 are the death.
0-4 is animation (silacoid has constant animation iirc)
animation 5 = "aiming"
and 6-8 = death