Merge DCC not recognizing PAL2 for diablo animation
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- joeyhathorne
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Merge DCC not recognizing PAL2 for diablo animation
Hey guys, im using DRTester to extract anims from the game. I want to use alpha blending to get rid of the black part around the spell anim for Diablo. It looks good in DRTester but when i merge the .DCC files it still has the black borders. How can i get around this?
- Paul Siramy
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Re: Merge DCC not recognizing PAL2 for diablo animation
Without changing the tool itself : by merging all layers *but* the translucent one. Use the "box" feature in the .ini. Then merge the translucent layer alone, using the same "box" setting. You now have 2 animations, same dimensions. Then proceed frame by frame : using an image editor, load the Diablo frame, then put the spell frame over it, then changes the properties of the spell layer in your image editor to be translucent. Save that new frame. Proceed the same for all the other frames.
Another solution : in DRTester, set a black background color. Then save the animation as gif, DrTester should do all the work for you.
Another solution : in DRTester, set a black background color. Then save the animation as gif, DrTester should do all the work for you.
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- Void Weaver
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Re: Merge DCC not recognizing PAL2 for diablo animation
Hi there.
I have a same task and this way:
Btw, I want remove the blackness around the HighPriestLightning (HPS1LITS1HTH.dcc) also, but seems what PL2 alpha-blending isn't affect on it - the black aura is still stay around lightning.
I have a same task and this way:
is looks a very interesting for me, but I can't find how to save in DRTester the .gif animation.Paul Siramy wrote: ↑Sat Feb 18, 2012 10:53 pmAnother solution : in DRTester, set a black background color. Then save the animation as gif, DrTester should do all the work for you.
Btw, I want remove the blackness around the HighPriestLightning (HPS1LITS1HTH.dcc) also, but seems what PL2 alpha-blending isn't affect on it - the black aura is still stay around lightning.
Re: Merge DCC not recognizing PAL2 for diablo animation
Try using Merge Dcc v2. It's in Paul's description. It's much better than first version. Maybe it will help
- Void Weaver
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Re: Merge DCC not recognizing PAL2 for diablo animation
jetaman, thank you for an wise advice to use a new tool!
Paul Siramy, thank you for your awesome MergeDCC v2, it's a very comfortable tool for quick extraction of the composite srites!
But unfortunately guys I still can't find how to implement with this tool the alpha-blending to the selected sprite parts:
1. I choose a some good looking presets:
2. I set background to black in order to remove shadow, and then extract all
3. But when I'll remove the black background in editor, I got the same black-framed sprites, instead of cool looked ones from the 1st screenshot.
When I had tried to choose a different "translucency" presets, I just had get the sprites with the same black-framing with only difference in translucency.
Maybe I doing something wrong?
Paul Siramy, thank you for your awesome MergeDCC v2, it's a very comfortable tool for quick extraction of the composite srites!
But unfortunately guys I still can't find how to implement with this tool the alpha-blending to the selected sprite parts:
1. I choose a some good looking presets:
2. I set background to black in order to remove shadow, and then extract all
3. But when I'll remove the black background in editor, I got the same black-framed sprites, instead of cool looked ones from the 1st screenshot.
When I had tried to choose a different "translucency" presets, I just had get the sprites with the same black-framing with only difference in translucency.
Maybe I doing something wrong?
- Necrolis
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Re: Merge DCC not recognizing PAL2 for diablo animation
You'll need to keep anything that needs the alpha-blending in a separate layer, so you can use draw mode 3 in the COF for that layer (which will blend it correctly, the portals and the like are blended).
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- Void Weaver
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Re: Merge DCC not recognizing PAL2 for diablo animation
So, I must to edit "DIS2HTH.COF.ini" from
to, right? And then the "screen" mode in Merge DCC 2 will draw those layer with a-blending?
Code: Select all
layer_composit_05 = 08
transparency_05 = NO
Code: Select all
layer_composit_05 = 08
transparency_05 = ALPHA
- Void Weaver
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Re: Merge DCC not recognizing PAL2 for diablo animation
Sorry guys but I still don't understand how it works.
I tried to set "03" and "ALPHA" values for "transparency_0# =" in the COF but in MergeDCC still isn't visible any difference.
Btw, in the old dev screen of MergeDCC 2 from 2012 is shown "alpha blending" option, but in the MergeDCC 2 from 2014 there isn't a same option at all.And how I can judge by screenshot seems there isn't needed to input a new layer.
Can anybody explain me how to make an a-blended parts a more detailed please?
I tried to set "03" and "ALPHA" values for "transparency_0# =" in the COF but in MergeDCC still isn't visible any difference.
Btw, in the old dev screen of MergeDCC 2 from 2012 is shown "alpha blending" option, but in the MergeDCC 2 from 2014 there isn't a same option at all.And how I can judge by screenshot seems there isn't needed to input a new layer.
Can anybody explain me how to make an a-blended parts a more detailed please?
Re: Merge DCC not recognizing PAL2 for diablo animation
The only thing I know you can do is type YES in cof ini for transparency. Sorry can't help any much.