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Animated Portraits
This feature allows to use animations on select screen, so you can enjoy character idle animations on select screen.
In order to enable this feature, bHookAnimatedPortraits must be enabled.
It is recommended to enable developer mode with bDev_DisplayPos option when setting things up.
Main file which controls cell animations is inside cfg folder - animatedPortraits.dat. Can be opened with any text editing software (As always, Notepad++ is recommended).
Please read Cursor Sounds tutorial before going further.
Similar to cursor sounds, we'll need to get character row and column information. Use the developer mode console to get it. In order to create a cell animation entry, we need following elements:
- Row
- Column
- Animation
- Alternate Animation
- Select Animation
- Alternate Select Animation
- .AIR file name/directory
As of 0.4.3, two new values can be used
- Scale X
- Scale Y
These require bEnableAnimationScale to have any effect in-game.
Find an empty line, and enter these values in order. For example, our first Kung Fu Man entry would look like this:
0 0 0 0 180 180 chars\kfm\kfm.air 1.0 1.0
0.6.4 update adds a new way of doing animated portraits, selecting mode 1 allows you to specify character IDs instead of cursor position.
Instead of Row and Column, you just specify Character ID. Example:
0 0 0 180 180 chars\kfm\kfm.air 1.0 1.0
Launch the game and you should see that no animation plays, why? (also make sure that you actually placed the face pX offset at visible place in system.def) You need to tell mugen which sprite group and index it needs to load on select screen, a file inside *cfg folder - frameLoader.dat controls it.
NOTE: Sprites from 9000 group are required and should not be deleted.
Add frames you require in following format:
- Sprite Group
- Sprite Index
Final result:
Remember to load select animation frames in frameLoader.dat!
Extra info:
- Only group, index and frametime is read from every .air frame.
- All sprites used in group for animation must be set as Unique, not shared!
- Sprites appear exactly like in .sff file, no palettes are applied, for best results create a sprite group with fixed images.