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Missing Content Squad

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Ppprre

Pokémon Ranger
Ppprre are u working on gen1 currently? Just want to know so we dont end up doing the same things.
Also DracoHouston those skeleton files for the pokémon with what tool do u create those?
Yes, I'm doing Gen 1, I would have done Gen 2 afterwards but you're going to do that right?

I'm gonna keep going past 40 now, because I'm getting through them faster than I expected ;)
 

DracoHouston

Kolben Developer
Contributor
FP Field is EV yields, base friendship is on the german wiki as like starten-friendshaffen or something lol. nilllzz explains it on page 4 of this thread. 125000 xp to 100 is slow xp type, 80000 is fast, 100000 is medium fast, 105850 or something for medium slow
 

Ppprre

Pokémon Ranger
Up to 51 done now, will I do meowth? I'm not sure if you have him done since you used him in the tutorial
 

DracoHouston

Kolben Developer
Contributor
Up to 51 done now, will I do meowth? I'm not sure if you have him done since you used him in the tutorial
i haven't done anything with it or uploaded it anywhere so just do it imo

i just did him and took screenshots of the process to make sure i remembered how to do it lol.
 

Ppprre

Pokémon Ranger
I'm going to stop at 61 for tonight ( Really morning though ). Tomorrow, I don't know if I'll get a chance to do some, but I'll get more done after Christmas hopefully. Once I have the rest of Gen 1 I'll try the XNB compiling.

Anyway Happy Christmas :)
 

Splint

Champion
Ok im rather clueless at the moment i have all current Gen2 ready for converting to xnb.
Using XNA Formatter everything goes well but this will require converting one at a time.

So i was searching for a easier way and found u can just add these to a new xna project and compile it and all the files will be converted to xnb format.

However when i try to load these compiled .xnb files into the game it instantly crashes when i try to load up the modified pokemon.

Using the converted files from XNA formatter it works perfect so does the tool use a diffrent setting or something?

I also tried and follow nilllzz his explanation on moddb and those are the exact steps i followed.

I don't have a better way to do this:
Edit the png in paint/whatever.
Then, open VS (with XNA) and press Ctrl+N
Click on c# section, select XNA game studio
select windows game
click ok
wait until it's complete (you will see some code files, ignore them)
press ctrl + R (should open the solution explorer)
Search for a file that says "nameofyourproject (Content)"
Rightclick it, select add > existing file
select your .png file > OK
It should be added to the solution explorer
Hit F5 (or click the little green arrow on top of Visual studio)
An empty window should open after some time (with blue background)
close it.
Navigate to (Yourdocuments)>Visual Studio 2010/2012> Projects>YourProject>YourProject>bin>debug>Content
Your .xnb file should be there.
YAY
Any clue why this happens am using XNA 4.0 do i need to change some settings around?
 

DracoHouston

Kolben Developer
Contributor
Ok im rather clueless at the moment i have all current Gen2 ready for converting to xnb.
Using XNA Formatter everything goes well but this will require converting one at a time.

So i was searching for a easier way and found u can just add these to a new xna project and compile it and all the files will be converted to xnb format.

However when i try to load these compiled .xnb files into the game it instantly crashes when i try to load up the modified pokemon.

Using the converted files from XNA formatter it works perfect so does the tool use a diffrent setting or something?

Any clue why this happens am using XNA 4.0 do i need to change some settings around?
what folder are they outputting to? im pretty sure they must be compiled to the folder they will live in. this is only path RELATIVE to the executable. this is the editor's content project, you can see here its just like the folder structure inside /pokemon/content/

if you have them set up to go to the correct folders in the project they'll output to the right place and the xnb should be able to be dragged to the same folder relative to pokemon.exe in your game install. if you're going to test a sheet by swapping an already implemented pokemon's sprites (because you can't add the pokemon yourself) you'd have to output xnbs for that pokemon's folder instead of the one the sprites really are
 

DracoHouston

Kolben Developer
Contributor
you won't be able to automate making the folders afaik, so it may be a choice between changing folder a lot in xna formatter or recreating the folders for what you want (so you'll need a pokemon, with an animations folder in that, and in animations is a folder for each pokemon, back/front etc folders are just for the sprite sheet merger tool)
 

DracoHouston

Kolben Developer
Contributor
also if you can't get it to work upload a zip of the pngs somewhere and link it here and i'll try and do them all in the map editor project. even if they don't get compiled the completed sprite sheets are going to save nilllzz time

cheers for taking the time to do this btw, good on you.
 

Splint

Champion
Found out the problem thanks to your post fiddled around some more with the settings and turned out the problem was the game profile setting.

Under Project --> <YourProjectName>Properties
XNA Game Studio:
  • Use Reach to access a limited API set supported by Windows Phone , Xbox 360 , and Windows
  • Use HiDef to access the complete API (Including features unavailable for Windows Phone)
On default it is set to the 2e option Use HiDef however it has to be set to Use Reach.
The folder structure aparently does not matter as i had no problems swapping the files with existing xnb files.

After switching it to reach and compiling again i replaced the squirtle animation files and tada

tada.png


It works :D thanks for your help
 

DracoHouston

Kolben Developer
Contributor
The folder structure aparently does not matter as i had no problems swapping the files with existing xnb files.

It works :D thanks for your help
good to know, i had it crash for me once and i thought that was the problem i guess its not an issue though.
 

Splint

Champion
Well balls seems we might have another problem thought i would load up some random pokemon to try and i tested lugia and came to the conclusion that his animations were all messed up.

After checking the animation file i saw it had nothing to do with the game handling the animations rather that the compiled sprite sheet by the Gif maker is completely messed up because the sprites are overlapping.

Back.png Back_s.png Front.png Front_s.png

How i go about fixing this any idea?
I would imagine making the individual .png smaller while keeping the same dimensions before compiling it into the sprite sheet this should i think fix the problem however i do not know how this will look in-game.
 

Splint

Champion
Also a heads up apparently the Reach profile is limited to a maximum size of 2048 i reached a error trying to compile some gen 3 files



XNA Framework Reach profile supports a maximum Texture2D size of 2048, but this Texture2D is 2176x2176.

So far i have gotten this error with
  • Meditite size 2176x2176
  • Seedot size 2176x2176
I just read up a bit on the Reach vs HiDef profile seems HiDef is only supported by machines with a GPU that supports direct x 10 and up so guess it isnt a option to switch to HiDef if u want to support pc's with older GPU
Only options i see feasible would be to resize the images to a dimension of 2048 x 2048 at the cost of quality.
Or Nilllzz has to figure out a diffrent way of reading in the animation files i.e splitting the files apart in chunks so it retains the quality of the images and stays within the dimension boundary at the cost of having multiple files.

I am just throwing idea's out there i have no clue behind the workings of the content pipeline maybe there are better solutions out there just am posting it here in case u want to have more HiRes textures or sprites in the future.
 
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