Drakenstorms Posted February 14, 2014 Posted February 14, 2014 can someone explain or guide me on how to fix saikoro's portraits in Broken's screenpack version 1.0? I've downloaded the screenpack and added saikoro's portrait (Kazuya from TXS) and this is what I've got: I want something like this
0 PlasmoidThunder Posted February 14, 2014 Posted February 14, 2014 Does that Kazuya have some kind of Localcoord in the .def file? Project LG said: God knows you shit out characters like a friggin' gumball machine.
0 Drakenstorms Posted February 14, 2014 Author Posted February 14, 2014 Well this also happens with other chars as well so what do you think the problem is?
0 Saikoro Posted February 14, 2014 Posted February 14, 2014 I just PMed you on guild. It's your select screen, VS Screen and Victory Screen's scaling modifier. It should be set to .5 and not 1. Also, remember that all of my portraits work for any screenpack that supports standard formatting. Flowering Knight and Ryon 2
0 Ryon Posted February 14, 2014 Posted February 14, 2014 Saikoro your ability to make portaits are above godly. - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
0 Drakenstorms Posted February 15, 2014 Author Posted February 15, 2014 I tried to edit things but didn't know which one to edit? data/bM1point0/brokenSELECT.def where can I edit the Localcoord is it in the def.file or is it on the system.def file?
0 PlasmoidThunder Posted February 15, 2014 Posted February 15, 2014 In your system.def file, there should be a section about the select screen. In that section is the option to change the size (scale) of big portraits. Project LG said: God knows you shit out characters like a friggin' gumball machine.
0 Drakenstorms Posted February 15, 2014 Author Posted February 15, 2014 Problem solved! [select Info] fadein.time = 10 fadeout.time = 10 rows = 3 columns = 16 wrapping = 1 pos = 20,318 showemptyboxes = 0 moveoveremptyboxes = 1 cell.size = 15,15 cell.spacing = 23 cell.random.spr = 102,0 cell.random.switchtime = 5 p1.cursor.startcell = 0,0 p1.cursor.active.anim = 103 p1.cursor.done.anim = 104 p1.cursor.move.snd = 1,0 p1.cursor.done.snd = 2,0 p1.random.move.snd = 100,0 p2.cursor.startcell = 0,15 p2.cursor.active.anim = 105 p2.cursor.done.anim = 104 p2.cursor.blink = 0 p2.cursor.move.snd = 1,0 p2.cursor.done.snd = 1,1 p2.random.move.snd = 1,0 random.move.snd.cancel = 0 stage.move.snd = 1,0 stage.done.snd = 2,1 cancel.snd = 1,2 portrait.offset = 0,0 portrait.scale = .6,.6 title.offset = 2,474 title.font = 3,0,1 p1.face.offset = 8,14 p1.face.scale = .5,.5 <----Set this to .5 as it is originally 1. p1.face.facing = 1 p2.face.offset = 631,14 p2.face.scale = .5,.5 <----Set this to .5 as it is originally 1. p2.face.facing = -1 Also, depending on how your versus screen is comprised, you may also have to adjust scaling in these areas as well. BrokenMugen's Versus Screen denotations look like this: [VS Screen] time = 720 fadein.time = 15 fadeout.time = 30 p1.pos = 8,14 p1.scale = .5,.5 <----Also set to .5 instead of 1. p1.facing = 1 p2.pos = 631,14 p2.scale = .5,.5 <----Also set to .5 instead of 1. p2.facing = -1 p1.name.pos = 12,292 p1.name.font = 2,0,1 p1.name.spacing = 0,-25 p2.name.pos = 630,292 p2.name.font = 2,0,-1 p2.name.spacing = 0,-25 Lastly, an example of what BrokeMugen's Victory Screen looks like coding wise: [Victory Screen] enabled = 1 time = 750 fadein.time = 8 fadeout.time = 15 p1.spr = 9000,2 p1.offset = 8,14 p1.scale = .5,.5 <---- Again, set this to .5 instead of 1. p1.facing = 1 p1.name.offset = 12,292 p1.name.font = 2,0,1 p1.name.spacing = 0,-25 p1.window = 0,0, 240,280 p2.spr = 9000,2 p2.offset = 8,14 p2.scale = .5,.5 <---- Again, set this to .5 instead of 1. p2.facing = 1 p2.name.offset = 12,292 p2.name.font = 2,0,1 p2.name.spacing = 0,-25 p2.window = 0,0, 240,280 winquote.text = I won... was this my final test?! winquote.offset = 20,335 winquote.font = 2,0,1 winquote.window = 0,310, 620,380 winquote.textwrap = w
0 Saikoro Posted February 15, 2014 Posted February 15, 2014 Saikoro your ability to make portaits are above godly. Why thank you good sir. I'm actually working on a bunch of things now that are actually quite... different and awesome. Expect some more stuff soon. I am also now a Global Moderator at Guild, so I spend a majority of my net time there. I will still post releases here. Expect something in the near future and plenty more after that.
0 Drakenstorms Posted February 15, 2014 Author Posted February 15, 2014 because of you I made batsu's new portrait Here is a download link if anyone wants to https://www.mediafire.com/?zy4o7w64ofggjc8
0 Saikoro Posted February 15, 2014 Posted February 15, 2014 That looks really good. Upon a quick inspection, the subtle hue of that brighter blue on his shoulder looks slightly rough. Not bad. Here's a Batsu I made a while back. He's gonna be part of a massive obscurity pack I plan on eventually putting out.
Question
Drakenstorms
can someone explain or guide me on how to fix saikoro's portraits in Broken's screenpack version 1.0?
I've downloaded the screenpack and added saikoro's portrait (Kazuya from TXS) and this is what I've got:
I want something like this
11 answers to this question
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