aliens

Author Topic: Sprite Sheets  (Read 8055 times)

Offline NoelBuddy

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Sprite Sheets
« 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.

Offline yrizoud

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Re: Sprite Sheets
« Reply #1 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

I haven't worked on soldiers themselves, so I don't have a template that keeps all limbs on separate layers.

Offline NoelBuddy

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Re: Sprite Sheets
« Reply #2 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.
« Last Edit: September 17, 2014, 08:51:28 pm by NoelBuddy »

Offline XOps

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Re: Sprite Sheets
« Reply #3 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.

Offline NoelBuddy

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Re: Sprite Sheets
« Reply #4 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?
« Last Edit: September 18, 2014, 03:19:13 am by NoelBuddy »

Offline Falko

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Re: Sprite Sheets
« Reply #5 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,...

Offline NoelBuddy

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Re: Sprite Sheets
« Reply #6 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.

Offline Falko

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Re: Sprite Sheets
« Reply #7 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