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Updating OpenBOR Content On-The-Fly

Updating OpenBOR Content On-The-Fly.

O Ilusionista
Nice trick, thanks buddy! It will save a lot of time.

Talking about on-the-fly tools, I want to make a small contribution to this post. During Zan character development in SOR2X, I made a little tool to help me with grab and projectile positions in-game. I call both "Debug Grab" and "Debug Proj" scripts.

DEBUG GRAB:
This script allow modders to see some info of both grabber/grabbed entities. Also, will allow to change position, frame, facing and register into a external file. You can use this tool to see the best position of the grabbed entity frame-by frame and edit the character txt file at the same time.

This script works based on Bloodbane slamstart script structure, I think is the best grab script until now. You need to call it at the ondraw script event inside the entity that will be thrown. If the entity doesn't have a ondrawscript event, all you need is to add this line:
ondrawscript data/scripts/ondraw/DEBUG_GRAB.c

If the entity already have a ondraw event, all you need is to import it inside your current ondraw script file and call using the function "debugGrab();":
#import "data/scripts/ondraw/DEBUG_GRAB.c"

Code:
BUTTONS:
Esc		- debug mode on/off
Screenshot	- freeze/unfreeze the game slowly
Start		- change grabber entity's frame and create save file
Special		- change grabbed entity's frame
Directional	- move X/Y grabbed position
Attack3		- move Z position up
Attack4		- move Z position down
Jump		- change grabbed entity facing direction

DEBUG PROJ:
Same as Debug Grab but works for both projectile/caller entities. Will allow to change position, frame and register into a external file too. This script works based on Damon Caskey "spawn01" script structure but with a little addition of one single line setting the parent conection to the caller's:

changeentityproperty(vSpawn, "parent", self); //Set parent.

I think is the basic spawn script for any other spawn script, but it can work with others if the "parent" connection is correctly defined. You can apply this script using the same method of the Debug Grab tool.

Code:
BUTTONS:
Esc		- debug mode on/off
Screenshot	- freeze/unfreeze the game slowly
Start		- change caller's frame and create save file
Special		- change projectile frame
Directional	- move X/Y projectile position
Attack3		- move Z position up
Attack4		- move Z position down

Here are all the necessary files. This already contains a modified spawn01 and slamstart script used on SOR2X but it's but its operation is almost the same as
original creators:
https://drive.google.com/file/d/1e_jy9bJAfPXM3-b59-qitBeLCcllWlfw/view?usp=sharing

And I made some videos to show you how it works. If someone finds any bug or problem, please let me know it.

https://www.youtube.com/watch?v=FgspDsZuIMI

https://www.youtube.com/watch?v=QEQv5AcM-UE
 
Kratus
This is truely impressive! So this is compatible with BB's slam system?
This would have helped me a lot.
But It seems a bit hard to install and make it working.

I think if it's user friendsly and accessible to new modders, we could have an improvement in future creators mods projects.
 
O Ilusionista said:
Kratus wow buddy, this awesome. I will take a look for sure! Thanks for sharing.

Thanks O Ilusionista and nedflandeurse. I'm working in a more friendly and accessible way to install. I made some updates in the commands, here's the new buttons:

DEBUG GRAB
Code:
//BUTTONS:
 //Esc			- debug mode on/off
 //Screenshot		- freeze/unfreeze the game slowly
 //Start		- create save file
 //Special+Up/Down	- hold special and press up/down to change Z grabbed position
 //Directional		- change X/Y grabbed position
 //Attack+Up/Down	- hold attack and press up/down to change grabbed frame
 //Attack+Left/Right	- hold attack and press left/right to change grabber frame
 //Jump			- change grabbed entity facing direction

DEBUG PROJ
Code:
//BUTTONS:
 //Esc			- debug mode on/off
 //Screenshot		- freeze/unfreeze the game slowly
 //Start		- create save file
 //Special+Up/Down	- hold special and press up/down to change Z projectile position
 //Directional		- change X/Y projectile position
 //Attack+Up/Down	- hold attack and press up/down to change projectile frame
 //Attack+Left/Right	- hold attack and press left/right to change caller's frame

Here's the new file:
https://drive.google.com/file/d/1MuH_DmXW1ePlOpc6hqRqNDuu7HMGmjsJ/view?usp=sharing

EDIT:
So this is compatible with BB's slam system?
Yes nedflandeurse, this tool is base on BB's slam system.
 
Wow Kratus, that's almost functionally identical to an editor I made for my own grapple system back in the day. I know exactly what a pain it is to do, so thumbs up!

Since then I've scrapped my system for an object oriented style library, but never bothered to recreate the editor for it.

https://www.youtube.com/watch?v=VcSA38vvc4E
 
Cool, i think these tricks are very handy.
I used long delay in throw animations to see them better and adjust bind coords.

 
bWWd said:
Cool, i think these tricks are very handy.
I used long delay in throw animations to see them better and adjust bind coords.

Much as I liked the novelty of a live editor and might still bring it back, I found for me it was a lot more practical to use a template in Photoshop. It has a blacked out shadow of all the grappled pose positions and offset markers. I just overlay those against the attacker's poses with Photoshop's pixel info window open, and that gives me the binding offsets.

DC
 
Lets hope Virtualltek finish the OpenBOR module for Fighter Factory, because to create throws in Mugen with it is a piece of cake.
 
Kratus said:
O Ilusionista said:
Kratus wow buddy, this awesome. I will take a look for sure! Thanks for sharing.

Thanks O Ilusionista and nedflandeurse. I'm working in a more friendly and accessible way to install. I made some updates in the commands, here's the new buttons:

DEBUG GRAB
Code:
//BUTTONS:
 //Esc			- debug mode on/off
 //Screenshot		- freeze/unfreeze the game slowly
 //Start		- create save file
 //Special+Up/Down	- hold special and press up/down to change Z grabbed position
 //Directional		- change X/Y grabbed position
 //Attack+Up/Down	- hold attack and press up/down to change grabbed frame
 //Attack+Left/Right	- hold attack and press left/right to change grabber frame
 //Jump			- change grabbed entity facing direction

DEBUG PROJ
Code:
//BUTTONS:
 //Esc			- debug mode on/off
 //Screenshot		- freeze/unfreeze the game slowly
 //Start		- create save file
 //Special+Up/Down	- hold special and press up/down to change Z projectile position
 //Directional		- change X/Y projectile position
 //Attack+Up/Down	- hold attack and press up/down to change projectile frame
 //Attack+Left/Right	- hold attack and press left/right to change caller's frame

Here's the new file:
https://drive.google.com/file/d/1MuH_DmXW1ePlOpc6hqRqNDuu7HMGmjsJ/view?usp=sharing

EDIT:
So this is compatible with BB's slam system?
Yes nedflandeurse, this tool is base on BB's slam system.

Wow great job!  :o

This looks great!

Great work my friend!  :D
 
Damon Caskey said:
Wow Kratus, that's almost functionally identical to an editor I made for my own grapple system back in the day. I know exactly what a pain it is to do, so thumbs up!

Since then I've scrapped my system for an object oriented style library, but never bothered to recreate the editor for it.

Great, I didn't know you did that too, is very similar. Yes man, adjust grabs is really a pain  ;D

I used long delay in throw animations to see them better and adjust bind coords
bWWd
Yes, long delay is a cool idea, I used this way for a long time too.

Lets hope Virtualltek finish the OpenBOR module for Fighter Factory, because to create throws in Mugen with it is a piece of cake
O Ilusionista
I hope it too, will be a powerful tool. Is the development going well?

dantedevil
Thank you friend!
 
wow amazing stuff using openbor as a editor rather then messing with any third party applications is a cool idea.
 
O_Ilusionista said:
Updating OpenBOR content on-the-fly.
Tutorial by O Ilusionista. With help of Damon Caskey


. And it works when using the DATA folder and not compressed in .pak, ok?

How do you launch the game by using the DATA folder?
 
So pleasing to finally see this process as easy as it is for mugen characters throws with FF.
That was the idea. FF is still more complete because you can create the whole code and animations inside it, but that binding tool is very useful for sure!
I gave the author some suggestions and he had implemented them, like the coordinates visualization with the mouse cursor, like we have in FF :)
 
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