Fern Posted October 26, 2025 Posted October 26, 2025 I asked Jay, so this is from him: Yes, I can see that topic. I don't know what would be a good example. Your blue dino glass fence has a gate, which I assume was a recolor of ZT's gate. But that and most user fences are using APE IDs rather than internal names containing the designer's 2-letter abbreviation. A better example would be ZT's concrete fence, which is "concrete" in global.ztd. That is a thick fence, so it would also be more obvious which files contain which views. Gates do not have deteriorated or broke pieces. They probably do not have to be animated. If Goosifier is creating an Adobe Fence, then an appropriate internal name could be "adobefgs". Then the directory and file structure (excluding pal files) would be similar to: fences: adobefgs.ai fences/adobefgs/f/broke: broke.ani, NE, NW, SE, SW fences/adobefgs/f/broke30n: broke30n.ani, NE, NW, SE, SW fences/adobefgs/f/broke30p: broke30p.ani, NE, NW, SE ,SW fences/adobefgs/f/det: det.ani, NE, NW, SE, SW fences/adobefgs/f/det30n: det30n.ani, NE, NW, SE, SW fences/adobefgs/f/det30p: det30p.ani, NE, NW, SE, SW fences/adobefgs/f/idle: idle.ani, NE, NW, SE, SW fences/adobefgs/f/idle30n: idle30n.ani, NE, NW, SE, SW fences/adobefgs/f/idle30p: idle30p.ani, NE, NW, SE, SW fences/adobefgs/g/idle: idle.ani, NE, NW, SE, SW fences/adobefgs/g/idle30n: idle30n.ani, NE, NW, SE, SW fences/adobefgs/g/idle30p: idle30p.ani, NE, NW, SE, SW fences/adobefgs/SE: SE.ani, N freeform: generic fence unlock file fence cfg file I do not know what the first image on the page represents. The bottom 2 rows look like 4 views of 1 fence type on the left and 4 views of a second fence type on the right. Each fence type would need 8 additional views for slopes. The top of that image only shows 4 for each. And the 4 on the top right do not look like they would go with the 4 on the bottom right.
Goosifer Posted October 26, 2025 Author Posted October 26, 2025 The image I shared earlier is unfinished. Just a work in progress. :) Edit: if curious, the image with the different angles is a test for a script that reads it and converts it into individual sprite frames. If all goes well, I think I it'd be fun to share how I made this all work. I'd likely record a video. 2
Goosifer Posted October 26, 2025 Author Posted October 26, 2025 Looks like I made a mistake in the previous gate render because it was stretched out too wide. Here's a more accurate scale: Not ingame yet but I wanted to test the pieces and make sure they aligned correctly. We're getting close! 1 1
Fern Posted October 27, 2025 Posted October 27, 2025 Did you use the concrete as a base image and not change the canvas or wall size? It is the positioning that is tedious and difficult if not. I have a couple of methods for you depending on how you made them.
Goosifer Posted October 27, 2025 Author Posted October 27, 2025 Everything is made from scratch in Blender. The concrete fence I just used to get the scale right. It's actually not too bad; I'll explain my workflow in a video when I have a chance.
Fern Posted October 27, 2025 Posted October 27, 2025 Then you will have to do it the slow way. Using zoot zoomed in pixel counting. Have two zoo versions open. One with the view of the concrete fence part zoomed in and then use that to set your one in another zoot window. You will have to make the whole thing in Zoot. You also have to make individual ani files as well. Plus cfg and ai.
Goosifer Posted October 27, 2025 Author Posted October 27, 2025 Do what the slow way? Edit: I see now. I was just saying that I was testing the rendered sprites on a game backdrop to see how they all fit together. I'm not worried about Zoot or configuration yet. #TrustTheProcess 1
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