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Author Topic: [TUTORIAL] Creating new skins for MM8BDM  (Read 169011 times)

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September 21, 2013, 11:05:43 PM
Reply #330

Offline FTX6004

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #330 on: September 21, 2013, 11:05:43 PM »
Quote from: "Myself"
....What. You stole my thing.

September 22, 2013, 01:15:05 AM
Reply #331

Offline Deviddo

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #331 on: September 22, 2013, 01:15:05 AM »
Oh, my bad, my bad!  I had no idea!  It wasn't on the first post, so I didn't think it was a thing!

September 24, 2013, 02:50:25 AM
Reply #332

Offline Deviddo

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #332 on: September 24, 2013, 02:50:25 AM »
For whatever reason, it's not letting me import anything.  The second I hit import, nothing happens.

EDIT: Nevermind, I was just being dumb and hitting the wrong button.

September 25, 2013, 12:49:30 AM
Reply #333

Offline Necro_Ninja

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #333 on: September 25, 2013, 12:49:30 AM »
You mentioned that the PNGs could be any size, right?

If a PNG set is, say 16-bit (rather than Megaman's 8-bit), would it be twice as large as the regular megaman ingame?

September 25, 2013, 01:49:26 AM
Reply #334

Offline Kapus

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #334 on: September 25, 2013, 01:49:26 AM »
"8-bit" does not refer to a sprite's size. It refers to the sprite's color limitations (in this context, anyway).

September 30, 2013, 12:17:51 PM
Reply #335

Offline Deviddo

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #335 on: September 30, 2013, 12:17:51 PM »
Curiously, is there anywhere that explains adding your own custom sounds to skins?  Such as landing, getting hurt, dying, potential taunts, etc?

EDIT: Another thing, does anyone know if for a custom skin, for the dying sound, can I have it overlap the original dying sound or would I probably just need to use an editor to combine them?

October 02, 2013, 07:40:42 PM
Reply #336

Offline Russel

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #336 on: October 02, 2013, 07:40:42 PM »
This is all defined in SKININFO.
All you need to do is create a sounds folder in your pk3, place the sound files in (in a supported sound format) with the names of them having 8 characters of less in length.
You then change the sound names in SKININFO.
Proper sound values include:
(click to show/hide)

One other value is mentioned in the article, but it is for the unused gib death sound, since the gib death is the same as the normal death.

October 02, 2013, 08:48:59 PM
Reply #337

Offline Deviddo

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #337 on: October 02, 2013, 08:48:59 PM »
Actually, apparently one is for when you're killed, and the other is for when you kill yourself?  Kind of odd, but whatever.
Found out you can set multiple sounds to one single value as well by making a file that specifies this, that might only work for taunts though.

EDIT: What exactly would the punch sound effect be for?

October 05, 2013, 03:23:46 PM
Reply #338

Offline Necro_Ninja

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #338 on: October 05, 2013, 03:23:46 PM »
I would think that the punch sound effect is when the skin takes damage.

I know nothing about coding, though, so don't take that into high consideration.

October 05, 2013, 06:47:55 PM
Reply #339

Offline Deviddo

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #339 on: October 05, 2013, 06:47:55 PM »
Honesty mistake.  I only found out as much as I did by poking around other skins and fiddling with SlumpEd.  dsplpain is the file that will play when the skin you're playing as takes damage.

This is just my honest opinion but, more skins should have custom sounds.  Makes them even more unique.

October 06, 2013, 10:01:23 PM
Reply #340

Offline Geno

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #340 on: October 06, 2013, 10:01:23 PM »
Several people have mentioned that to make skins for any classes that are larger than Megaman, you need some sort of custom ACS script.

I am wondering, exactly WHAT do you have to put in that file to make the skins work?

November 17, 2013, 07:31:19 PM
Reply #341

Offline Paragonx9

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #341 on: November 17, 2013, 07:31:19 PM »
Can I have a little pallete for colors I can use in my skin?
Oh and folowing what you said the front standing sprite would be HUNTA1 right?

November 17, 2013, 07:41:10 PM
Reply #342

Offline Deviddo

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #342 on: November 17, 2013, 07:41:10 PM »
The required colors, as stated in the first post, are: black (5, 5, 5), cyan (0, 255, 255) and blue (0, 115, 247).  Try to majorly use the cyan and blue, but if you want to use other colors, try to make it as in-style and as 8-bit as humanly possible.  For instance, if you're wanting a skin color or a white color, use the ones on the base sheet instead of finding your own, it helps it blend better that way as well.

November 18, 2013, 01:59:53 AM
Reply #343

Offline Geno

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #343 on: November 18, 2013, 01:59:53 AM »
I believe he/she is asking for the ENTIRE palette of possible colours for 8BDM graphics.

Well, even if that's NOT what you want, I'll put it here anyway.

(click to show/hide)

November 18, 2013, 03:26:44 PM
Reply #344

Offline Paragonx9

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Re: [TUTORIAL] Creating new skins for MM8BDM
« Reply #344 on: November 18, 2013, 03:26:44 PM »
Quote from: "Geno"
I believe he/she is asking for the ENTIRE palette of possible colours for 8BDM graphics.

Well, even if that's NOT what you want, I'll put it here anyway.

3 things.
1. I am a guy. (Just saying :P)
2. Yes. That was what I was asking for.
3. I can't start SLumpEd because "MSVCP71.ddl is missing".
   How do I fix this.