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A little help here.

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1 A little help here. on Mon Apr 14, 2014 11:25 pm

mAdLaX

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It seems I have there's not much choice for me, so I would ask for everyone's help and advice.

How do I index something like this:


That would make a result like this on mugen:

If anybody knows please show me some tutorials or teach me how to do it, I'll be all eyes! And I need all the help I can get.
------------------------------------------------------------------------------------------
When I tried to index it this is my result so far:

It's my biggest problem at the moment. :wutnow: 

Notice: I'm using Adobe Photoshop CS3 to index images.


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2 Re: A little help here. on Mon Apr 14, 2014 11:33 pm

ExCham

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well that isnt really a "index" issue to make it look like that u need to perfectly cut that moon basically get rid of the glowing parts and after that add a trasparent 2nd layer with the glowing moon to make it look like that.


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3 Re: A little help here. on Mon Apr 14, 2014 11:39 pm

mAdLaX

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Sorry to bother, but can you show me a sample? A shot and a Code at the same time.


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4 Re: A little help here. on Mon Apr 14, 2014 11:42 pm

Dissidia

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Code:
Trans = add

Go crazy.


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5 Re: A little help here. on Mon Apr 14, 2014 11:56 pm

mAdLaX

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@Dissidia wrote:
Code:
Trans = add

Go crazy.
You mean something like this:

[BG RedMoon]
type = normal
spriteno = 3,1
start = -250,-225
delta = .75,.75
mask = 1

[BG RedMoon2]
type = normal
spriteno = 3,2
start = -250,-225
delta = .75,.75
mask = 1
trans = add


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http://voiceofadistantstar.webs.com

6 Re: A little help here. on Tue Apr 15, 2014 12:27 am

ExCham

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@Madlax

yes something like that would od that efect.


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7 Re: A little help here. on Tue Apr 15, 2014 1:03 am

mAdLaX

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Excahm wrote:@Madlax

yes something like that would od that efect.
Ok thanks. I'll try that out.


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http://voiceofadistantstar.webs.com

8 Re: A little help here. on Tue Apr 15, 2014 11:32 am

Vegaz_Parrelli

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Man that's gonna be tight! Where do you get your sources?


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Do your best to become stronger. Become stronger, so you can do your best

9 Re: A little help here. on Tue Apr 15, 2014 12:46 pm

G

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Simply adding trans to that single sprite (no need for two separate code lines) will do exactly what you need. adding a trans layer removes the black.

@Vegaz_Parrelli wrote:Man that's gonna be tight! Where do you get your sources?

It's a free PSD that ExShadow shared via MFG.


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10 Re: A little help here. on Tue Apr 15, 2014 9:33 pm

mAdLaX

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Bad News GLB wrote:Simply adding trans to that single sprite (no need for two separate code lines) will do exactly what you need. adding a trans layer removes the black.

@Vegaz_Parrelli wrote:Man that's gonna be tight! Where do you get your sources?

It's a free PSD that ExShadow shared via MFG.
Actually he didn't share it via MFG, he gave it to me to work on it, and find alternatives like particle , and the pink waterfall animations of this stage on my own.

@Vegaz: Indeed this is gonna be tight.


_______________________________________________
http://voiceofadistantstar.webs.com

11 Re: A little help here. on Wed Apr 16, 2014 12:49 am

mAdLaX

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YES! I did it! Thank You GLB, your a life saver! headbang 


_______________________________________________
http://voiceofadistantstar.webs.com

12 Re: A little help here. on Wed Apr 16, 2014 4:59 am

Watta

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Also MadLax, try using trans=addalpha if you want to have more control over the alphas (brightness/transparency) of your sprites.

You just change the trans=add line to trans=addalpha and add another line under it as alpha=200,255

Like this

[BG RedMoon2]
type = normal
spriteno = 3,2
start = -250,-225
delta = .75,.75
mask = 1
trans = addalpha
alpha =
x,y


The x value is the brightness and the y value controls how much black you want. Try out 200,255 and mess around with the 200 to adjust your brightness.


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http://mugencoder.com/authors/view/watta

13 Re: A little help here. on Wed Apr 16, 2014 10:05 pm

mAdLaX

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Water wrote:Also MadLax, try using trans=addalpha if you want to have more control over the alphas (brightness/transparency) of your sprites.

You just change the trans=add line to trans=addalpha and add another line under it as alpha=200,255

Like this

[BG RedMoon2]
type = normal
spriteno = 3,2
start = -250,-225
delta = .75,.75
mask = 1
trans = addalpha
alpha =
x,y


The x value is the brightness and the y value controls how much black you want. Try out 200,255 and mess around with the 200 to adjust your brightness.
Thanks! I'll try on experimenting that.


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http://voiceofadistantstar.webs.com

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