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malenko

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malenko last won the day on January 5

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About malenko

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  • Birthday November 7

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  1. I wont be mad at any improvements This is why I release the source files, so people can poke around and change stuff without having to start over from scratch. T2 was the second game I did so there's probably a ton of crap just band-aided together because I didn't know any better. I do remember there being at least 7 explosion first frames so it sounds like your on the right track. I'd love it if you posted your source code changes when you're done. I had also planned to do a bunch of custom animations, but I tried to keep everything as stock as possible because when I did SF2, I replaced pretty much every single animation. I knew with SF2 no one would dislike replacing those aweful dots, but when it came to T2 I figured some people would prefer the factory stuff colored instead of replaced.
  2. Your at the point I got it to after like 30 hours of screwing around with it. Autofire and kickback triggering the same shouldn't have mattered, the robot part is the same and there was a color mask over the words. As for the HK, I had planned to just make the explosion animation trigger no matter where the start explosion was. Problem is I never found them all.
  3. now that theres a VPX I may revist this, I just have a pretty sizable queue already 😕
  4. I believe you just use the correct DLL with external display on , then run the pin2dmd.exe to dump the file.
  5. This is 100% accurate. Data East seems to be more forgiving with real pins (Ive done Godzilla and Lethal Weapon 3 for real pins) and Bally is super harsh. Feel free to look at the source files for any of the games Ive done and see if they help at all. https://drive.google.com/drive/folders/0B9cWp45XToh2aVIxUWJZX0FwOUk
  6. Win10, x64 editor, I always export with size 8 dots. I'll try the latest build at a later date. It just started happening when I started testing the video mode editor, which I need to finish doing for this game.
  7. Im using your version right before the VNI update up there^
  8. is GIF export still hit or miss? I keep getting single frame 6kb empty black screens on single frame exports, and larger empty black screen on sequence exports.
  9. So I was asked to do some customization work on the Getaway. Part of what was asked to do was to change some words on scenes that had dynamic content. You may think this is impossible, but it can be done albeit with a limited palette. This is a technique using red and black to replace ACE DRIVERS in the getaway with MPH DRIVERS while retaining the dynamic content of the scores and initials. To note, you can still use 2 of the 4 sections of the palette for whatever you want, the 2 parts you lose are the black out section, and the replacement color section. First step is to capture and trigger the frame you want to replace: Next step is to color whatever parts you want to be dynamically done, in this example its the initials. They didn't have to be red, this is just the color choice I wanted to use: Next I blackout the word(s) I want to replace. In the example I remove the word ACE, by coloring it in with a palette section where all 4 colors are black: Finally, I draw in the replacement word using a palette that has all 4 colors the same as the text I want: One thing to keep in mind is I needed the first 4 colors to do the score and checked flag wipe, the 3rd and 4th section was used to color in the letters, but the second set of 4 colors could still be used to color in dynamic content. For example I could have had the initials in a different color while keeping the text red at the top. This wont work for more complicated dynamic scenes but its great for altering text on high score screens and stuff like that.
  10. That T-Rex looks perfect! Cant wait to see what you do with this.
  11. Lets say I pick "set hash' but then I change the colors or something, how do I over write the old hash? I can see the number but there's no list like there is with keyframes, thats what Im talking about
  12. Hashed Object = when you click the create hash button. I dont see where the data is saved to remove hashes. Changing the mask sets it to blue so I thought that meant its deleting all the hashes for the old mask. The overlap is what is getting me. What happens when the player car is covering part of the CPU car? Does the yellow CPU car over write the red player car? Same with when the CPU car is covering a sign. What happens when the big billboard is partially covered by a CPU car which is also partially covered by the player car? Thats what I was trying to avoid happening. Masking it the way Im doing it is a ton more work and a ton more hashes but the same number of masks as your way (just a bigger mask with funny shapes)
  13. Its hard to put into words but it'll make it easier to color all the overlapping objects without the colors overlapping. If the objects never overlapped I'd use smaller specific masks like you did. Taking your pictures up there as an example, if the player car was in the middle lane the bottom of that car would be cut off, same issue if the CPU car is in the right lane. Im sort of over engineering this to prevent any weird graphical issues. If you look at my sign mask, it checks that the sign is there and ignores the CPU car area. The mask will work for all 3 sign variations and CPU and Player cars wont get detected. While that leaves part of the sign uncolored when there isnt a cpu car , when I make the cpu car mask, I'll also trigger a hash for when there is no car there but there is a sign, and color in that part of the sign using the cpu car mask as a hash. It probably wasnt what you had in mind when you made this, but I swear it makes sense in my head. I can probably photoshop a better visual when I get home. Is there a away to delete hashed objects or does changing the mask delete them?
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