Author Topic: Help with .ANI file - Problem Solved  (Read 1167 times)

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Offline Tarvis

  • 26
Help with .ANI file - Problem Solved
Okay, the problem is I'm working on improved HUD graphics for sparky_hi_fs1.vp (Since IMO the way some things were scaled, such as lead indicators and reticules look ugly)

I finished .PCX graphics for the lead indicator, made sure they used the same pallette, and used ANIBUILDER. The .ani displayed fine in ANIVIEW and VPView but in-game it's invisible.

A similar problem leads me to believe that it's actually a black square, but as the game applies alpha-transcluency to HUD items, it is shown as invisible.

Attached are the .PCX files.

Can anyone look at them and tell me what's wrong?

Any help is appreciated. Thanks.

[attachment deleted by admin]
« Last Edit: December 07, 2009, 06:36:02 pm by Tarvis »

 

Offline Talon 1024

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  • How do you turn this on?
    • Mods, Games, and Stuff
Re: Help with .ANI file - HUD lead indicator replacement, appears invisible
You have the correct palette, but it seems to be reversed. (Entry 255 should be entry 0, entry 254 should be entry 1, and so on)
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Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: Help with .ANI file - HUD lead indicator replacement, appears invisible
Me and Backslash had a real fun time trying to get the palette to work properly
between FS2, Photoshop CS1, and PaintShop Pro.

We eventually came up with the palette I've attached, see if that helps you.


[attachment deleted by admin]
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Offline Tarvis

  • 26
Re: Help with .ANI file - HUD lead indicator replacement, appears invisible
Well, I realized the problem was I got the palette from a .BMP file of the .ANI rather than a .PCX, so it turns out that Talon 1024 was right.

The resulting palette was the same as what JGZinv came up with, and the files now work.

Thanks. You'll see a topic in the FSPort subforum soon. :)