Staredit Network > Forums > Modding Assistance > Topic: Image offset
Image offset
Mar 14 2012, 10:42 pm
By: XelNaga  

Mar 14 2012, 10:42 pm XelNaga Post #1



Currently im trying to put SV turret on tank turret place. I've been using DatEdit1.5-->Units-->graphics to do so, but in the end i have turret floating above tank's base.
I think this has something to do with sprite offset,becouse fire sprite is in the right place. Can anyone help me, please?



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Mar 14 2012, 11:23 pm Biophysicist Post #2



Hey! Welcome to modding. Please enjoy your torment.

Uh... I think your issue is with LO? files. I don't quite remember how they work off the top of my head; I'll look into them and send you one that you can add to your MPQ to fix this.



None.

Mar 15 2012, 4:15 pm XelNaga Post #3



Im begining to think that this has nothing to do with image offset. In the image itself ,how we can see , vessel turret is positioned above image's center and thus above tank's normal turret position.
What do you think?
P.S.If i'm making any grammar mistakes just tell me.

Attachments:
wesselt0001.bmp
Hits: 3 Size: 29.35kb
stankt0020.bmp
Hits: 3 Size: 48.05kb



None.

Mar 16 2012, 2:08 am Biophysicist Post #4



Yah, I understand. It's a LO? file issue. Fixing the LO? file would be the real way to fix it, but I'm actually not sure how. However, you could just call setvertpos in the turret's iscript, come to think of it.

Also, I am not sure if just changing the tank turret's graphic is the way to do it; I doubt that the tank turret has attack animations defined, so it would crash when the tank attacks. You'll need to update your iscript.bin file if you haven't done so already.



None.

Mar 17 2012, 7:08 pm XelNaga Post #5



Could you be more specific about scripting? This damn turret just wont go down!Here is what i've already done...

iscript code


Which is BBcode for hide large texts?

P.S.Actually i'm trying to make this turret work on vulture in order to create something like Diamondbacks from SC 2:fast harras unit wich can fire on move, but decided to practice first with only unit wich can fire on move ( given proper treatment :lol: ).

Edit: I've made some progress, lol vulture :D

Attachments:
Crazy vulture.bmp
Hits: 1 Size: 314.79kb
scscrnshot_031712_200213.JPEG
Hits: 1 Size: 73.66kb

Post has been edited 3 time(s), last time on Mar 18 2012, 9:20 am by XelNaga.



None.

Mar 18 2012, 1:21 am Biophysicist Post #6



Quote
Which is BBcode for hide large texts?
[collapse=Collapse Box][/collapse], replacing "Collapse Box" with a title for the box. You can get this BBCode from the "Special" dropdown.

Anyway, try sticking setvertpos # in the turret's init animation, where # is a number of pixels to shift it downwards. (Yes, downwards; iirc it is backwards.) Though if the normal Vessel turret uses the same image (or the same IsID), this would affect it too, though there are ways around that.



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Mar 18 2012, 9:28 am XelNaga Post #7



Dont you see? I've already tried to put that comand anywhere: in tank's turret inizialization,in turret inizialization, in sv turret inizialization....
It work perfectly with SV but dont give a **** with modified tank's turret.
I guess there are only two possibilities:

1)Edit turret's grp to make it lower.
2)Edit tanks lo? file (btw i still dont know how)

Whatever....



None.

Mar 18 2012, 7:24 pm Biophysicist Post #8



No, I don't see; I don't see any setvertpos calls in that script. >.>



None.

Mar 18 2012, 9:05 pm XelNaga Post #9



Sorry, wrong script :blush: . But i want to ask: In wich part of the code should i put that command (today i'm already tired of thinking ^^ )



None.

Mar 18 2012, 9:24 pm Biophysicist Post #10



The init animation of the turret, right after the first playfram.



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