Help Image action classification

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kungreat

LOMCN Member
Nov 5, 2024
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The picture of the weapon is too abstract for me to determine its true state
I developed this game using JavaFX and found a total of 807 character images and 831 weapon images. How are these pictures related. Is there a classification for images? For example, 0-31 is idle ......
 

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Solution
The crystal framesets might provide you with some insight:


But it also depends on the source images you are looking at. (The above assumes crystal based client) The official wix/wil's are in a different sequence (Loads of armours in one file, rather than a file per armour/mob)

Chriz

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The crystal framesets might provide you with some insight:


But it also depends on the source images you are looking at. (The above assumes crystal based client) The official wix/wil's are in a different sequence (Loads of armours in one file, rather than a file per armour/mob)
 
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Solution

kungreat

LOMCN Member
Nov 5, 2024
27
2
5
The crystal framesets might provide you with some insight:


But it also depends on the source images you are looking at. (The above assumes crystal based client) The official wix/wil's are in a different sequence (Loads of armours in one file, rather than a file per armour/mob)
Thank you for being helpful to me
 
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NightScare

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im actually more confused now ha.

```
public class Frame
{
public int Start, Count, Skip, EffectStart, EffectCount, EffectSkip;
public int Interval, EffectInterval;
public bool Reverse, Blend;


So first two numbers are start and count? If there is 800+ images, i'd expect them all to be used in the below?

//Common
Player.Add(MirAction.Standing, new Frame(0, 4, 0, 500, 0, 8, 0, 250));
Player.Add(MirAction.Walking, new Frame(32, 6, 0, 100, 64, 6, 0, 100));
Player.Add(MirAction.Running, new Frame(80, 6, 0, 100, 112, 6, 0, 100));
Player.Add(MirAction.Stance, new Frame(128, 1, 0, 1000, 160, 1, 0, 1000));
Player.Add(MirAction.Stance2, new Frame(300, 1, 5, 1000, 332, 1, 5, 1000));
Player.Add(MirAction.Attack1, new Frame(136, 6, 0, 100, 168, 6, 0, 100));
Player.Add(MirAction.Attack2, new Frame(184, 6, 0, 100, 216, 6, 0, 100));
Player.Add(MirAction.Attack3, new Frame(232, 8, 0, 100, 264, 8, 0, 100));
Player.Add(MirAction.Attack4, new Frame(416, 6, 0, 100, 448, 6, 0, 100));
Player.Add(MirAction.Spell, new Frame(296, 6, 0, 100, 328, 6, 0, 100));
Player.Add(MirAction.Harvest, new Frame(344, 2, 0, 300, 376, 2, 0, 300));
Player.Add(MirAction.Struck, new Frame(360, 3, 0, 100, 392, 3, 0, 100));
Player.Add(MirAction.Die, new Frame(384, 4, 0, 100, 416, 4, 0, 100));
Player.Add(MirAction.Dead, new Frame(387, 1, 3, 1000, 419, 1, 3, 1000));
Player.Add(MirAction.Revive, new Frame(384, 4, 0, 100, 416, 4, 0, 100) { Reverse = true });
Player.Add(MirAction.Mine, new Frame(184, 6, 0, 100, 216, 6, 0, 100));
Player.Add(MirAction.Lunge, new Frame(139, 1, 5, 1000, 300, 1, 5, 1000));



This doesn't make sense, by this only up to image 388 is used?


unless im reading it wrong, but -
Player.Add(MirAction.Standing, new Frame(0, 4, 0, 500, 0, 8, 0, 250));

this to me means images between 0 and 4, are for player action mir standing?
 
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tinmymouthpl0x
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May 19, 2003
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This doesn't make sense, by this only up to image 388 is used?
400 for male, 400 for female

And no, you're reading that wrong.

0 = start
4 = count
0 = skip

theres always 8 directions

0-3
4-9
8-11
12-15
16-19
20-23
24-27
28-31

then walking starts at 32
 
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NightScare

Legend
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Nov 11, 2005
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400 for male, 400 for female

And no, you're reading that wrong.

0 = start
4 = count
0 = skip

theres always 8 directions

0-3
4-9
8-11
12-15
16-19
20-23
24-27
28-31

then walking starts at 32


Ah missing the 8 directions part, which in retrospect makes perfect sense.


Is it the exact same for weapons also?
 
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tinmymouthpl0x
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yes helmets/weapons/shields etc are all 1 to 1 with the armour frames. Obviously they have slightly less as they don't appear in some instances like mounts/death
 
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kungreat

LOMCN Member
Nov 5, 2024
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yes helmets/weapons/shields etc are all 1 to 1 with the armour frames. Obviously they have slightly less as they don't appear in some instances like mounts/death
Code:
   #region Player
 //Common
  Player.Add(MirAction.Standing, new Frame(0, 4, 0, 500, 0, 8, 0, 250));
  Player.Add(MirAction.Walking, new Frame(32, 6, 0, 100, 64, 6, 0, 100));
        public Frame(int start, int count, int skip, int interval, int effectstart = 0, int effectcount = 0, int effectskip = 0, int effectinterval = 0)
        {
            Start = start;
            Count = count;
            Skip = skip;
            Interval = interval;
            EffectStart = effectstart;
            EffectCount = effectcount;
            EffectSkip = effectskip;
            EffectInterval = effectinterval;
        }

this effectstart What does it represent like CHumEffect or CWeaponEffect
 
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tinmymouthpl0x
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Effect is for wings, or glow effects. Animations which have the same frame speed as the main frames.
 
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