Merge DCC not recognizing PAL2 for diablo animation

This would be the forum for questions about how to work with mod making tools which can be a problem of its own.

Moderator: Paul Siramy

Post Reply
User avatar
joeyhathorne
Posts: 16
Joined: Fri Oct 21, 2005 5:15 am

Merge DCC not recognizing PAL2 for diablo animation

Post by joeyhathorne » Tue Feb 14, 2012 10:34 pm

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?

User avatar
Paul Siramy
Retired staff
Principality
Posts: 2828
Joined: Sat May 25, 2002 2:39 pm
Location: La Garenne Colombes (near Paris)
Contact:
France

Hand-picked

Re: Merge DCC not recognizing PAL2 for diablo animation

Post by Paul Siramy » Sat Feb 18, 2012 10:53 pm

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.

User avatar
Void Weaver
Dark Alliance Beta Test
Warrior
Posts: 11
Joined: Sun Apr 03, 2011 2:06 am
Contact:

Re: Merge DCC not recognizing PAL2 for diablo animation

Post by Void Weaver » Sat Mar 31, 2018 10:02 am

Hi there.

I have a same task and this way:
Paul Siramy wrote:
Sat Feb 18, 2012 10:53 pm
Another solution : in DRTester, set a black background color. Then save the animation as gif, DrTester should do all the work for you.
is looks a very interesting for me, but I can't find how to save in DRTester the .gif animation.

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.

User avatar
jetaman
Hosted Forum Moderator
Champion of the Light
Posts: 318
Joined: Sat Jul 18, 2015 7:00 pm
Location: Ukraine
Ukraine

Hand-picked

Re: Merge DCC not recognizing PAL2 for diablo animation

Post by jetaman » Sat Mar 31, 2018 11:39 am

Try using Merge Dcc v2. It's in Paul's description. It's much better than first version. Maybe it will help :)

User avatar
Void Weaver
Dark Alliance Beta Test
Warrior
Posts: 11
Joined: Sun Apr 03, 2011 2:06 am
Contact:

Re: Merge DCC not recognizing PAL2 for diablo animation

Post by Void Weaver » Mon Apr 02, 2018 2:20 pm

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:
Image

2. I set background to black in order to remove shadow, and then extract all
Image

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. :(
Image

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?

User avatar
Necrolis
Senior Admin
Throne
Posts: 9125
Joined: Sat Mar 25, 2006 1:22 pm
Location: The Land of the Dead
Contact:
South Africa

Hand-picked

Re: Merge DCC not recognizing PAL2 for diablo animation

Post by Necrolis » Mon Apr 02, 2018 4:10 pm

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).
Image
Netiquette, Do you USE it?!?! | Nefarius' Fixed TXT Files | Terms Of Service
Blackened | Day of Death | D2GFEx
"What was yours is mine. Your land, your people, and now your life." - Lim-Dul, the Necromancer
Judgement is Final, Death is Eternal

User avatar
Void Weaver
Dark Alliance Beta Test
Warrior
Posts: 11
Joined: Sun Apr 03, 2011 2:06 am
Contact:

Re: Merge DCC not recognizing PAL2 for diablo animation

Post by Void Weaver » Mon Apr 02, 2018 4:32 pm

So, I must to edit "DIS2HTH.COF.ini" from

Code: Select all

layer_composit_05 = 08
transparency_05 = NO
to

Code: Select all

layer_composit_05 = 08
transparency_05 = ALPHA
, right? And then the "screen" mode in Merge DCC 2 will draw those layer with a-blending?

User avatar
Void Weaver
Dark Alliance Beta Test
Warrior
Posts: 11
Joined: Sun Apr 03, 2011 2:06 am
Contact:

Re: Merge DCC not recognizing PAL2 for diablo animation

Post by Void Weaver » Wed Apr 04, 2018 12:52 am

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.ImageAnd 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?

User avatar
jetaman
Hosted Forum Moderator
Champion of the Light
Posts: 318
Joined: Sat Jul 18, 2015 7:00 pm
Location: Ukraine
Ukraine

Hand-picked

Re: Merge DCC not recognizing PAL2 for diablo animation

Post by jetaman » Wed Apr 04, 2018 10:21 am

The only thing I know you can do is type YES in cof ini for transparency. Sorry can't help any much.

Post Reply

Return to “Tools”