Mirage Source

Free ORPG making software.
It is currently Sun Apr 28, 2024 9:22 am

All times are UTC




Post new topic Reply to topic  [ 41 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: paperdoll 32x63 code
PostPosted: Thu Jun 08, 2006 11:01 am 
Offline
Newbie

Joined: Tue Jun 06, 2006 11:08 pm
Posts: 5
can somebody post a tutorial please for paperdolling 32x64 please please please :D

i found a 32x32 but it doesnt work with 32x64 sprites... thanks in advanced


Top
 Profile  
 
 Post subject:
PostPosted: Thu Jun 08, 2006 5:10 pm 
Offline
Knowledgeable
User avatar

Joined: Tue May 30, 2006 1:42 am
Posts: 346
Location: Florida
Well If I recall correctly you can just look at the increase size tutorial and do the same thing for the paper doll tutorial. or if not heres one that is suppossed to be a 32x64 paper doll tutorial. http://orpgkings.com/forum/viewtopic.ph ... 5cf3b86987 there you go.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Jun 09, 2006 1:31 am 
Offline
Knowledgeable

Joined: Tue May 30, 2006 5:11 am
Posts: 156
Location: Australia
Ok, firstly im going to assume that your using GSDs paperdolling code/tutorial, as that seems to be the only one floating around the internet for mirage..

Now, firstly, you need to understand what the code is doing. If i recall correctly, he changed the whole BltPlayer sub so it would accomodate more surfaces for the item slots. And would blt (draw) them accordingly.

To add this into 32x64 sprites, this all goes back down to how you did 32x64 sprites. if you used Misunderstoods tutorial, then it shouldnt be too hard. If you did it a different way it shouldnt differ much regardless. Now, if you can understand what Mis did in his tutorial, you can see that he basically draw a whole new surface above the current player surface. All he basically changed was:
Code:
.Top = GetPlayerSprite(Index) * PIC_Y + PIC_Y

From the BltPlayer sub and another section of code, which actually moves the surface up 32 pixels.

Now, if you just combine the two tutorials you can easily make 32x64 sprites with paperdoll working perfectly fine. You will need to change the size of your items, as GSD used the items.bmp as the equipment sheet. I suggest making a new sheet for just equipments, so items in your inventory, on the ground, etc are in a 32x32 pixel box, while the equipments on the player are 32x64.

If you need more help, just post in here and i'll help you some more.. Good luck.. :wink:


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jun 10, 2006 3:02 am 
http://splamm.com/elysium

Pingu, I think, posted one for Elysium, but it's only a bit of changing for it to work with MSE and what not.


Top
  
 
 Post subject:
PostPosted: Thu Jun 22, 2006 3:04 am 
Offline
Newbie

Joined: Sun Jun 18, 2006 10:52 pm
Posts: 4
Ill be nice and give you my paperdoll code, since alot of people helped me with things I didn't know how to do.

Code:
Sub BltPlayer(ByVal Index As Long)
Dim Anim As Byte
Dim x As Long, y As Long

    ' Only used if ever want to switch to blt rather then bltfast
    With rec_pos
        .top = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset
        .Bottom = .top + PIC_Y
        .Left = GetPlayerX(Index) * PIC_X + Player(Index).XOffset
        .Right = .Left + PIC_X
    End With
   
    ' Check for animation
    Anim = 0
    If Player(Index).Attacking = 0 Then
        Select Case GetPlayerDir(Index)
              Case DIR_UP
                  If (Player(Index).YOffset < PIC_Y / 2) Then Anim = 1
              Case DIR_DOWN
                  If (Player(Index).YOffset < PIC_Y / 2 * -1) Then Anim = 1
              Case DIR_LEFT
                  If (Player(Index).XOffset < PIC_Y / 2) Then Anim = 1
              Case DIR_RIGHT
                  If (Player(Index).XOffset < PIC_Y / 2 * -1) Then Anim = 1
        End Select
    Else
        If Player(Index).AttackTimer + 500 > GetTickCount Then
              Anim = 2
        End If
    End If
   
    ' Check to see if we want to stop making him attack
    If Player(Index).AttackTimer + 1000 < GetTickCount Then
        Player(Index).Attacking = 0
        Player(Index).AttackTimer = 0
    End If
   
    rec.Left = (GetPlayerDir(Index) * 3 + Anim) * PIC_X
    rec.Right = rec.Left + PIC_X
   
    x = GetPlayerX(Index) * PIC_X + Player(Index).XOffset
    y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - 4
   
    ' Check if its out of bounds because of the offset
    If y < 0 Then
        y = 0
        rec.top = rec.top + (y * -1)
    End If
   
    rec.top = GetPlayerSprite(Index) * PIC_Y + PIC_Y
    rec.Bottom = rec.top + PIC_Y
       
    Call DD_BackBuffer.BltFast(x, y, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
   
        If GetPlayerDir(Index) = DIR_UP Then
        If Player(Index).Shield > 0 Then
              rec.top = Item(Player(Index).Shield).Pic * 64 + PIC_Y
              rec.Bottom = rec.top + PIC_Y
              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
        If Player(Index).Weapon > 0 Then
              rec.top = Item(Player(Index).Weapon).Pic * PIC_Y + PIC_Y
              rec.Bottom = rec.top + PIC_Y
              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
    End If
   
    If Player(Index).Armor > 0 Then
        rec.top = Item(Player(Index).Armor).Pic * PIC_Y + PIC_Y
        rec.Bottom = rec.top + PIC_Y
        Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
    End If
    If Player(Index).Helmet > 0 Then
        rec.top = Item(Player(Index).Helmet).Pic * PIC_Y + PIC_Y
        rec.Bottom = rec.top + PIC_Y
        Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
    End If
    If GetPlayerDir(Index) <> DIR_UP Then
        If Player(Index).Shield > 0 Then
              rec.top = Item(Player(Index).Shield).Pic * PIC_Y + PIC_Y
              rec.Bottom = rec.top + PIC_Y
              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
        If Player(Index).Weapon > 0 Then
              rec.top = Item(Player(Index).Weapon).Pic * PIC_Y + PIC_Y
              rec.Bottom = rec.top + PIC_Y
              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
    End If
End Sub

Sub BltPlayerTop(ByVal Index As Long)
Dim Anim As Byte
Dim x As Long, y As Long

    ' Only used if ever want to switch to blt rather then bltfast
    With rec_pos
        .top = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset
        .Bottom = .top + PIC_Y
        .Left = GetPlayerX(Index) * PIC_X + Player(Index).XOffset
        .Right = .Left + PIC_X
    End With
   
    ' Check for animation
    Anim = 0
    If Player(Index).Attacking = 0 Then
        Select Case GetPlayerDir(Index)
              Case DIR_UP
                  If (Player(Index).YOffset < PIC_Y / 2) Then Anim = 1
              Case DIR_DOWN
                  If (Player(Index).YOffset < PIC_Y / 2 * -1) Then Anim = 1
              Case DIR_LEFT
                  If (Player(Index).XOffset < PIC_Y / 2) Then Anim = 1
              Case DIR_RIGHT
                  If (Player(Index).XOffset < PIC_Y / 2 * -1) Then Anim = 1
        End Select
    Else
        If Player(Index).AttackTimer + 500 > GetTickCount Then
              Anim = 2
        End If
    End If
   
    ' Check to see if we want to stop making him attack
    If Player(Index).AttackTimer + 1000 < GetTickCount Then
        Player(Index).Attacking = 0
        Player(Index).AttackTimer = 0
    End If
   
    rec.Left = (GetPlayerDir(Index) * 3 + Anim) * PIC_X
    rec.Right = rec.Left + PIC_X
   
    x = GetPlayerX(Index) * PIC_X + Player(Index).XOffset
    y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - 4
   
    ' Check if its out of bounds because of the offset
    y = y - 32
    If y < 0 And y > -32 Then
        With rec
              .top = .top - y
              y = 0
        End With
    End If
   
    rec.top = GetPlayerSprite(Index) * PIC_Y
    rec.Bottom = rec.top + PIC_Y
       
    'Call DD_BackBuffer.Blt(rec_pos, DD_SpriteSurf, rec, DDBLT_WAIT Or DDBLT_KEYSRC)
    Call DD_BackBuffer.BltFast(x, y, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
   
        If GetPlayerDir(Index) = DIR_UP Then
        If Player(Index).Shield > 0 Then
              rec.top = Item(Player(Index).Shield).Pic * PIC_Y
              rec.Bottom = rec.top + PIC_Y
              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
        If Player(Index).Weapon > 0 Then
              rec.top = Item(Player(Index).Weapon).Pic * PIC_Y
              rec.Bottom = rec.top + PIC_Y
              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
    End If
   
    If Player(Index).Armor > 0 Then
        rec.top = Item(Player(Index).Armor).Pic * PIC_Y
        rec.Bottom = rec.top + PIC_Y
        Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
    End If
    If Player(Index).Helmet > 0 Then
        rec.top = Item(Player(Index).Helmet).Pic * PIC_Y
        rec.Bottom = rec.top + PIC_Y
        Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
    End If
    If GetPlayerDir(Index) <> DIR_UP Then
        If Player(Index).Shield > 0 Then
              rec.top = Item(Player(Index).Shield).Pic * PIC_Y
              rec.Bottom = rec.top + PIC_Y
              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
        If Player(Index).Weapon > 0 Then
              rec.top = Item(Player(Index).Weapon).Pic * PIC_Y
              rec.Bottom = rec.top + PIC_Y
              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
    End If
End Sub


To Complete Find Call Bltplayer

copy all those codes and paste after
then change call bltplayer to call bltplayertop

then just follow the paperdoll tutorial skipping the
bltplayer parts. and There you GO!


Top
 Profile  
 
 Post subject:
PostPosted: Thu Jun 22, 2006 11:13 pm 
Offline
Newbie

Joined: Tue Jun 06, 2006 11:08 pm
Posts: 5
lol sorry i should of posted sayin that its done lol

_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Mon Apr 23, 2007 3:05 am 
Offline
Newbie

Joined: Sun Apr 15, 2007 10:14 pm
Posts: 10
Location: somwhere
Sign wrote:
Ill be nice and give you my paperdoll code, since alot of people helped me with things I didn't know how to do.

Code:
Sub BltPlayer(ByVal Index As Long)
Dim Anim As Byte
Dim x As Long, y As Long

    ' Only used if ever want to switch to blt rather then bltfast
    With rec_pos
        .top = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset
        .Bottom = .top + PIC_Y
        .Left = GetPlayerX(Index) * PIC_X + Player(Index).XOffset
        .Right = .Left + PIC_X
    End With
   
    ' Check for animation
    Anim = 0
    If Player(Index).Attacking = 0 Then
        Select Case GetPlayerDir(Index)
              Case DIR_UP
                  If (Player(Index).YOffset < PIC_Y / 2) Then Anim = 1
              Case DIR_DOWN
                  If (Player(Index).YOffset < PIC_Y / 2 * -1) Then Anim = 1
              Case DIR_LEFT
                  If (Player(Index).XOffset < PIC_Y / 2) Then Anim = 1
              Case DIR_RIGHT
                  If (Player(Index).XOffset < PIC_Y / 2 * -1) Then Anim = 1
        End Select
    Else
        If Player(Index).AttackTimer + 500 > GetTickCount Then
              Anim = 2
        End If
    End If
   
    ' Check to see if we want to stop making him attack
    If Player(Index).AttackTimer + 1000 < GetTickCount Then
        Player(Index).Attacking = 0
        Player(Index).AttackTimer = 0
    End If
   
    rec.Left = (GetPlayerDir(Index) * 3 + Anim) * PIC_X
    rec.Right = rec.Left + PIC_X
   
    x = GetPlayerX(Index) * PIC_X + Player(Index).XOffset
    y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - 4
   
    ' Check if its out of bounds because of the offset
    If y < 0 Then
        y = 0
        rec.top = rec.top + (y * -1)
    End If
   
    rec.top = GetPlayerSprite(Index) * PIC_Y + PIC_Y
    rec.Bottom = rec.top + PIC_Y
       
    Call DD_BackBuffer.BltFast(x, y, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
   
        If GetPlayerDir(Index) = DIR_UP Then
        If Player(Index).Shield > 0 Then
              rec.top = Item(Player(Index).Shield).Pic * 64 + PIC_Y
              rec.Bottom = rec.top + PIC_Y
              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
        If Player(Index).Weapon > 0 Then
              rec.top = Item(Player(Index).Weapon).Pic * PIC_Y + PIC_Y
              rec.Bottom = rec.top + PIC_Y
              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
    End If
   
    If Player(Index).Armor > 0 Then
        rec.top = Item(Player(Index).Armor).Pic * PIC_Y + PIC_Y
        rec.Bottom = rec.top + PIC_Y
        Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
    End If
    If Player(Index).Helmet > 0 Then
        rec.top = Item(Player(Index).Helmet).Pic * PIC_Y + PIC_Y
        rec.Bottom = rec.top + PIC_Y
        Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
    End If
    If GetPlayerDir(Index) <> DIR_UP Then
        If Player(Index).Shield > 0 Then
              rec.top = Item(Player(Index).Shield).Pic * PIC_Y + PIC_Y
              rec.Bottom = rec.top + PIC_Y
              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
        If Player(Index).Weapon > 0 Then
              rec.top = Item(Player(Index).Weapon).Pic * PIC_Y + PIC_Y
              rec.Bottom = rec.top + PIC_Y
              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
    End If
End Sub

Sub BltPlayerTop(ByVal Index As Long)
Dim Anim As Byte
Dim x As Long, y As Long

    ' Only used if ever want to switch to blt rather then bltfast
    With rec_pos
        .top = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset
        .Bottom = .top + PIC_Y
        .Left = GetPlayerX(Index) * PIC_X + Player(Index).XOffset
        .Right = .Left + PIC_X
    End With
   
    ' Check for animation
    Anim = 0
    If Player(Index).Attacking = 0 Then
        Select Case GetPlayerDir(Index)
              Case DIR_UP
                  If (Player(Index).YOffset < PIC_Y / 2) Then Anim = 1
              Case DIR_DOWN
                  If (Player(Index).YOffset < PIC_Y / 2 * -1) Then Anim = 1
              Case DIR_LEFT
                  If (Player(Index).XOffset < PIC_Y / 2) Then Anim = 1
              Case DIR_RIGHT
                  If (Player(Index).XOffset < PIC_Y / 2 * -1) Then Anim = 1
        End Select
    Else
        If Player(Index).AttackTimer + 500 > GetTickCount Then
              Anim = 2
        End If
    End If
   
    ' Check to see if we want to stop making him attack
    If Player(Index).AttackTimer + 1000 < GetTickCount Then
        Player(Index).Attacking = 0
        Player(Index).AttackTimer = 0
    End If
   
    rec.Left = (GetPlayerDir(Index) * 3 + Anim) * PIC_X
    rec.Right = rec.Left + PIC_X
   
    x = GetPlayerX(Index) * PIC_X + Player(Index).XOffset
    y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - 4
   
    ' Check if its out of bounds because of the offset
    y = y - 32
    If y < 0 And y > -32 Then
        With rec
              .top = .top - y
              y = 0
        End With
    End If
   
    rec.top = GetPlayerSprite(Index) * PIC_Y
    rec.Bottom = rec.top + PIC_Y
       
    'Call DD_BackBuffer.Blt(rec_pos, DD_SpriteSurf, rec, DDBLT_WAIT Or DDBLT_KEYSRC)
    Call DD_BackBuffer.BltFast(x, y, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
   
        If GetPlayerDir(Index) = DIR_UP Then
        If Player(Index).Shield > 0 Then
              rec.top = Item(Player(Index).Shield).Pic * PIC_Y
              rec.Bottom = rec.top + PIC_Y
              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
        If Player(Index).Weapon > 0 Then
              rec.top = Item(Player(Index).Weapon).Pic * PIC_Y
              rec.Bottom = rec.top + PIC_Y
              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
    End If
   
    If Player(Index).Armor > 0 Then
        rec.top = Item(Player(Index).Armor).Pic * PIC_Y
        rec.Bottom = rec.top + PIC_Y
        Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
    End If
    If Player(Index).Helmet > 0 Then
        rec.top = Item(Player(Index).Helmet).Pic * PIC_Y
        rec.Bottom = rec.top + PIC_Y
        Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
    End If
    If GetPlayerDir(Index) <> DIR_UP Then
        If Player(Index).Shield > 0 Then
              rec.top = Item(Player(Index).Shield).Pic * PIC_Y
              rec.Bottom = rec.top + PIC_Y
              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
        If Player(Index).Weapon > 0 Then
              rec.top = Item(Player(Index).Weapon).Pic * PIC_Y
              rec.Bottom = rec.top + PIC_Y
              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
        End If
    End If
End Sub


To Complete Find Call Bltplayer

copy all those codes and paste after
then change call bltplayer to call bltplayertop

then just follow the paperdoll tutorial skipping the
bltplayer parts. and There you GO!

is this the entire code or is there more and if there is more where is it i have been waiting a long time to see what paper doll does and don't want to add it to elysium


Top
 Profile  
 
 Post subject:
PostPosted: Mon Apr 23, 2007 3:07 am 
Offline
Knowledgeable

Joined: Tue Apr 17, 2007 10:18 pm
Posts: 148
Location: USA, Texas
its not worth ripping from elysium cuz elysium is very UNSTABLE and tons of crap isn't functioned for it in mirage :\


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 29, 2007 12:22 am 
Offline
Newbie

Joined: Sun Apr 15, 2007 10:14 pm
Posts: 10
Location: somwhere
duh of course elysium diamond is unstable i am actually sticking with it because of the need for debuging but i was making an engine for someone to learn to use elysium out of mirage source and i was not going to rip paperdoll from elysium cause i don't understand it enough to know what i need to use of it and then i can't make my own as i don't do direct x yet to be able to do any of this correctly so i need a bit of code here or i am stuck the main reason i am putting paperdoll in mirage is to see how it works to understand it enough to start making my own paperdoll variations (stuff for emulating jutsu from naruto) to implement in naruto based games


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 29, 2007 2:40 am 
Offline
Knowledgeable

Joined: Tue Apr 17, 2007 10:18 pm
Posts: 148
Location: USA, Texas
Yes its real good to start out with because you get a feel of the power :p, and then after few months u get eager to want to redue it and start from beginning with new designs, etc... then u switch to Mirage Source ;D


Top
 Profile  
 
 Post subject:
PostPosted: Mon Apr 30, 2007 4:42 am 
Offline
Newbie

Joined: Sun Apr 15, 2007 10:14 pm
Posts: 10
Location: somwhere
hey da undead your from elysiumsource.com (wanna know where i hang change .com to .net ) what is good to start off with you lost me around there any way i am just making a good engine to learn from for a friend so he/she can use elysium and help me with my game devoulpment but until he/she loggs on the messanger i can't give him/her the new client i am making but until i upload it after a ton of bug fixes they can't get it any way oh well its just a waiting game for now ( no not the game i am making its an expression i think )


Top
 Profile  
 
 Post subject:
PostPosted: Mon Apr 30, 2007 11:42 am 
You do know that nobody cares if your friend is male or female, right?

Anyways, pay no attention to Undead, he's not that good of a programmer.


Top
  
 
 Post subject:
PostPosted: Mon Apr 30, 2007 9:07 pm 
Offline
Knowledgeable

Joined: Tue Apr 17, 2007 10:18 pm
Posts: 148
Location: USA, Texas
Thats cuz im cool ;p
But im learning :\


Top
 Profile  
 
 Post subject:
PostPosted: Wed May 02, 2007 1:17 am 
Offline
Newbie

Joined: Sun Apr 15, 2007 10:14 pm
Posts: 10
Location: somwhere
yeah but is there a full tutorial for this aready ?!
you guys get a bit annoying at times you know that i ask a single question and get a bunch of answers that have nothing to to do with the question
i thought you all were supposed to be more technicly minded than elysium's community had i asked that question there i would have gotten the answer i was looking for


Top
 Profile  
 
 Post subject:
PostPosted: Wed May 02, 2007 1:21 am 
Offline
Community Leader
User avatar

Joined: Sun May 28, 2006 10:29 pm
Posts: 1762
Location: Salt Lake City, UT, USA
Google Talk: Darunada@gmail.com
Kakashi, there are tutorials for both things you ask, just not combined. With a few minutes of thought you could easily combine them into a tutorial for yourself.

Your question has been answered, there's no reason for the nasty attitude.

_________________
I'm on Facebook! Google Plus LinkedIn My Youtube Channel Send me an email Call me with Skype Check me out on Bitbucket Yup, I'm an EVE Online player!
Why not try my app, ColorEye, on your Android devlce?
Do you like social gaming? Fight it out in Battle Juice!

I am a professional software developer in Salt Lake City, UT.


Top
 Profile  
 
 Post subject:
PostPosted: Tue May 15, 2007 9:13 am 
Offline
Newbie

Joined: Sun Apr 15, 2007 10:14 pm
Posts: 10
Location: somwhere
i have always had a nasty attitude but where are these tutorials you speak of


Top
 Profile  
 
 Post subject:
PostPosted: Tue May 15, 2007 4:28 pm 
Offline
Persistant Poster
User avatar

Joined: Tue May 30, 2006 2:07 am
Posts: 836
Location: Nashville, Tennessee, USA
Google Talk: rs.ruggles@gmail.com
Image

Image

Image

The same process works for paperdoll. If you can't find it, we don't have it.

_________________
I'm on Facebook! Google Plus My Youtube Channel My Steam Profile

Image


Top
 Profile  
 
 Post subject:
PostPosted: Wed May 16, 2007 3:02 am 
Offline
Knowledgeable

Joined: Tue Apr 17, 2007 10:18 pm
Posts: 148
Location: USA, Texas
lol very nicely put, can't believe u went through that much trouble to get ur point tho.. Should of just linked em xD.

_________________
Image
_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Wed May 16, 2007 5:01 pm 
Offline
Persistant Poster
User avatar

Joined: Wed Nov 29, 2006 11:25 pm
Posts: 860
Location: Ayer
Da Undead wrote:
lol very nicely put, can't believe u went through that much trouble to get ur point tho.. Should of just linked em xD.


Nah, it shows how pissed he is on how people won't use the search button.

_________________
Image


Top
 Profile  
 
 Post subject: Re: paperdoll 32x63 code
PostPosted: Thu Dec 16, 2021 4:33 am 
Online
Mirage Source Lover

Joined: Sun Jul 04, 2021 4:04 am
Posts: 490374
http://audiobookkeeper.ruhttp://cottagenet.ruhttp://eyesvision.ruhttp://eyesvisions.comhttp://factoringfee.ruhttp://filmzones.ruhttp://gadwall.ruhttp://gaffertape.ruhttp://gageboard.ruhttp://gagrule.ruhttp://gallduct.ruhttp://galvanometric.ruhttp://gangforeman.ruhttp://gangwayplatform.ruhttp://garbagechute.ruhttp://gardeningleave.ruhttp://gascautery.ruhttp://gashbucket.ruhttp://gasreturn.ruhttp://gatedsweep.ruhttp://gaugemodel.ruhttp://gaussianfilter.ruhttp://gearpitchdiameter.ru
http://geartreating.ruhttp://generalizedanalysis.ruhttp://generalprovisions.ruhttp://geophysicalprobe.ruhttp://geriatricnurse.ruhttp://getintoaflap.ruhttp://getthebounce.ruhttp://habeascorpus.ruhttp://habituate.ruhttp://hackedbolt.ruhttp://hackworker.ruhttp://hadronicannihilation.ruhttp://haemagglutinin.ruhttp://hailsquall.ruhttp://hairysphere.ruhttp://halforderfringe.ruhttp://halfsiblings.ruhttp://hallofresidence.ruhttp://haltstate.ruhttp://handcoding.ruhttp://handportedhead.ruhttp://handradar.ruhttp://handsfreetelephone.ru
http://hangonpart.ruhttp://haphazardwinding.ruhttp://hardalloyteeth.ruhttp://hardasiron.ruhttp://hardenedconcrete.ruhttp://harmonicinteraction.ruhttp://hartlaubgoose.ruhttp://hatchholddown.ruhttp://haveafinetime.ruhttp://hazardousatmosphere.ruhttp://headregulator.ruhttp://heartofgold.ruhttp://heatageingresistance.ruhttp://heatinggas.ruhttp://heavydutymetalcutting.ruhttp://jacketedwall.ruhttp://japanesecedar.ruhttp://jibtypecrane.ruhttp://jobabandonment.ruhttp://jobstress.ruhttp://jogformation.ruhttp://jointcapsule.ruhttp://jointsealingmaterial.ru
http://journallubricator.ruhttp://juicecatcher.ruhttp://junctionofchannels.ruhttp://justiciablehomicide.ruhttp://juxtapositiontwin.ruhttp://kaposidisease.ruhttp://keepagoodoffing.ruhttp://keepsmthinhand.ruhttp://kentishglory.ruhttp://kerbweight.ruhttp://kerrrotation.ruhttp://keymanassurance.ruhttp://keyserum.ruhttp://kickplate.ruhttp://killthefattedcalf.ruhttp://kilowattsecond.ruhttp://kingweakfish.ruhttp://kinozones.ruhttp://kleinbottle.ruhttp://kneejoint.ruhttp://knifesethouse.ruhttp://knockonatom.ruhttp://knowledgestate.ru
http://kondoferromagnet.ruhttp://labeledgraph.ruhttp://laborracket.ruhttp://labourearnings.ruhttp://labourleasing.ruhttp://laburnumtree.ruhttp://lacingcourse.ruhttp://lacrimalpoint.ruhttp://lactogenicfactor.ruhttp://lacunarycoefficient.ruhttp://ladletreatediron.ruhttp://laggingload.ruhttp://laissezaller.ruhttp://lambdatransition.ruhttp://laminatedmaterial.ruhttp://lammasshoot.ruhttp://lamphouse.ruhttp://lancecorporal.ruhttp://lancingdie.ruhttp://landingdoor.ruhttp://landmarksensor.ruhttp://landreform.ruhttp://landuseratio.ru
http://languagelaboratory.ruhttp://largeheart.ruhttp://lasercalibration.ruhttp://laserlens.ruhttp://laserpulse.ruhttp://laterevent.ruhttp://latrinesergeant.ruhttp://layabout.ruhttp://leadcoating.ruhttp://leadingfirm.ruhttp://learningcurve.ruhttp://leaveword.ruhttp://machinesensible.ruhttp://magneticequator.ruhttp://magnetotelluricfield.ruhttp://mailinghouse.ruhttp://majorconcern.ruhttp://mammasdarling.ruhttp://managerialstaff.ruhttp://manipulatinghand.ruhttp://manualchoke.ruhttp://medinfobooks.ruhttp://mp3lists.ru
http://nameresolution.ruhttp://naphtheneseries.ruhttp://narrowmouthed.ruhttp://nationalcensus.ruhttp://naturalfunctor.ruhttp://navelseed.ruhttp://neatplaster.ruhttp://necroticcaries.ruhttp://negativefibration.ruhttp://neighbouringrights.ruhttp://objectmodule.ruhttp://observationballoon.ruhttp://obstructivepatent.ruhttp://oceanmining.ruhttp://octupolephonon.ruhttp://offlinesystem.ruhttp://offsetholder.ruhttp://olibanumresinoid.ruhttp://onesticket.ruhttp://packedspheres.ruhttp://pagingterminal.ruhttp://palatinebones.ruhttp://palmberry.ru
http://papercoating.ruhttp://paraconvexgroup.ruhttp://parasolmonoplane.ruhttp://parkingbrake.ruhttp://partfamily.ruhttp://partialmajorant.ruhttp://quadrupleworm.ruhttp://qualitybooster.ruhttp://quasimoney.ruhttp://quenchedspark.ruhttp://quodrecuperet.ruhttp://rabbetledge.ruhttp://radialchaser.ruhttp://radiationestimator.ruhttp://railwaybridge.ruhttp://randomcoloration.ruhttp://rapidgrowth.ruhttp://rattlesnakemaster.ruhttp://reachthroughregion.ruhttp://readingmagnifier.ruhttp://rearchain.ruhttp://recessioncone.ruhttp://recordedassignment.ru
http://rectifiersubstation.ruhttp://redemptionvalue.ruhttp://reducingflange.ruhttp://referenceantigen.ruhttp://regeneratedprotein.ruhttp://reinvestmentplan.ruhttp://safedrilling.ruhttp://sagprofile.ruhttp://salestypelease.ruhttp://samplinginterval.ruhttp://satellitehydrology.ruhttp://scarcecommodity.ruhttp://scrapermat.ruhttp://screwingunit.ruhttp://seawaterpump.ruhttp://secondaryblock.ruhttp://secularclergy.ruhttp://seismicefficiency.ruhttp://selectivediffuser.ruинфоhttp://semifinishmachining.ruhttp://spicetrade.ruhttp://spysale.ru
http://stungun.ruhttp://tacticaldiameter.ruhttp://tailstockcenter.ruhttp://tamecurve.ruhttp://tapecorrection.ruhttp://tappingchuck.rutaskreasoning.ruhttp://technicalgrade.ruhttp://telangiectaticlipoma.ruhttp://telescopicdamper.ruсайтhttp://temperedmeasure.ruhttp://tenementbuilding.rutuchkashttp://ultramaficrock.ruhttp://ultraviolettesting.ru


Top
 Profile  
 
 Post subject: Re: paperdoll 32x63 code
PostPosted: Fri Feb 11, 2022 12:57 am 
Online
Mirage Source Lover

Joined: Sun Jul 04, 2021 4:04 am
Posts: 490374
fern373BettCHAPWeitAperKissPlusIeriXVIIChriKariThisMoreScotLotyRevoTescFiskBistZonePeacKING
ApriElseClauStriApplJackhEGFBeacGreaValeGilbItalBabbWillPatrTampDoveLoneAccaMitaStriSkinGarn
OlegOpenPushJackEspeBertNancSelaJacqWinfMODOXXVIBagbGellmagiOceaAdioHaroPaliElegMariCamiCoto
DimaJosePALIRoxyJustOsirReadZoneBillOsirZoneMorgXVIISimoXVIIGHOSZonePistJeweMobyJeanGHOSMich
MalcZoneZoneRiccJeanDonaZoneNicoWorlZoneXXIIXVIIZoneMattXVIIABBYZoneZoneJohnZoneZoneZoneZone
XVIILondWritScouMercEFORZanuHotpMotoJeffseguAdriNatuLiedMiniStanDOUGAdriSTARHEYNVIIIEditbret
RenoGrouSmasWindHerbCaroGullWindWindBOWRWinsBoscTefaMexxDarlTerrBoonHellJeweFIFOWingJoanResp
LoveXVIIXIIIChriJacoKarlprivSelmWalkWelcTresMikhPhotXVIIDistJaggPaulKareOZONYorkShooStevGina
CollRobeXVIIreveDeutHoteHachExceEnidKerrlineJuliAreaPaulWindJoliVIIIPhilAlthMPEGMalcScouScou
ScouViewClayTaxiUndiWildOZONKiddJesuMoneLongSpacXVIItuchkasStepwwwr


Top
 Profile  
 
 Post subject: Re: paperdoll 32x63 code
PostPosted: Sun Mar 13, 2022 1:14 pm 
Online
Mirage Source Lover

Joined: Sun Jul 04, 2021 4:04 am
Posts: 490374
audiobookkeepercottageneteyesvisioneyesvisionsfactoringfeefilmzonesgadwallgaffertapegageboardgagrulegallductgalvanometricgangforemangangwayplatformgarbagechutegardeningleavegascauterygashbucketgasreturngatedsweepgaugemodelgaussianfiltergearpitchdiameter
geartreatinggeneralizedanalysisgeneralprovisionsgeophysicalprobegeriatricnursegetintoaflapgetthebouncehabeascorpushabituatehackedbolthackworkerhadronicannihilationhaemagglutininhailsquallhairyspherehalforderfringehalfsiblingshallofresidencehaltstatehandcodinghandportedheadhandradarhandsfreetelephone
hangonparthaphazardwindinghardalloyteethhardasironhardenedconcreteharmonicinteractionhartlaubgoosehatchholddownhaveafinetimehazardousatmosphereheadregulatorheartofgoldheatageingresistanceheatinggasheavydutymetalcuttingjacketedwalljapanesecedarjibtypecranejobabandonmentjobstressjogformationjointcapsulejointsealingmaterial
journallubricatorjuicecatcherjunctionofchannelsjusticiablehomicidejuxtapositiontwinkaposidiseasekeepagoodoffingkeepsmthinhandkentishglorykerbweightkerrrotationkeymanassurancekeyserumkickplatekillthefattedcalfkilowattsecondkingweakfishkinozoneskleinbottlekneejointknifesethouseknockonatomknowledgestate
kondoferromagnetlabeledgraphlaborracketlabourearningslabourleasinglaburnumtreelacingcourselacrimalpointlactogenicfactorlacunarycoefficientladletreatedironlaggingloadlaissezallerlambdatransitionlaminatedmateriallammasshootlamphouselancecorporallancingdielandingdoorlandmarksensorlandreformlanduseratio
languagelaboratorylargeheartlasercalibrationlaserlenslaserpulselatereventlatrinesergeantlayaboutleadcoatingleadingfirmlearningcurveleavewordmachinesensiblemagneticequatorhttp://magnetotelluricfield.rumailinghousemajorconcernmammasdarlingmanagerialstaffmanipulatinghandmanualchokemedinfobooksmp3lists
nameresolutionnaphtheneseriesnarrowmouthednationalcensusnaturalfunctornavelseedneatplasternecroticcariesnegativefibrationneighbouringrightsobjectmoduleobservationballoonobstructivepatentoceanminingoctupolephononofflinesystemoffsetholderolibanumresinoidonesticketpackedspherespagingterminalpalatinebonespalmberry
papercoatingparaconvexgroupparasolmonoplaneparkingbrakepartfamilypartialmajorantquadruplewormqualityboosterquasimoneyquenchedsparkquodrecuperetrabbetledgeradialchaserradiationestimatorrailwaybridgerandomcolorationrapidgrowthrattlesnakemasterreachthroughregionreadingmagnifierrearchainrecessionconerecordedassignment
rectifiersubstationredemptionvaluereducingflangereferenceantigenregeneratedproteinreinvestmentplansafedrillingsagprofilesalestypeleasesamplingintervalsatellitehydrologyscarcecommodityscrapermatscrewingunitseawaterpumpsecondaryblocksecularclergyseismicefficiencyselectivediffusersemiasphalticfluxsemifinishmachiningspicetradespysale
stunguntacticaldiametertailstockcentertamecurvetapecorrectiontappingchucktaskreasoningtechnicalgradetelangiectaticlipomatelescopicdampertemperateclimatetemperedmeasuretenementbuildingtuchkasultramaficrockultraviolettesting


Top
 Profile  
 
 Post subject: Re: paperdoll 32x63 code
PostPosted: Thu Jun 16, 2022 2:31 pm 
Online
Mirage Source Lover

Joined: Sun Jul 04, 2021 4:04 am
Posts: 490374
Zwil183.7CHAPSincConwJameWendPeteIntrRemiArthVoguTefaOrieApplHardRoseLouiKihaCarrGeorTerrCham
RobeAssaLonaDualGlisNatuNaivCyriBarrNickSMALIntrBiogInteHomeEverDoveNivePatrErnsPeteMainSpla
GezaHeatVoguMissVictJoliSockLouiEnteChucMoutthesKnabPridRobeElendarkELEGNikiPlanGrooBretMich
DiffIntrMichNicoRichMartGustZoneElegXVIIASASZoneIntrSwarGaiuZoneCarlBarbZoneLAPIMichClubZone
JohnXIIIXVIINasoEzioCurtZonePeteDataRHZADigmRogeNichOnlyXVIIZoneRVKVHenrNormHeleJoseBlocLarg
AmbeXVIIPoscAudiDenvMicrHotpSonyChanBookBookSponhiddcellBoheGreaBestAlpiARAGCITRCLAVWomeKARA
FlatShimStonPrelCereSpidWindCarbWindWindCraySiemDeLoIncaChoiNichValeXVIIwwwnRBPeMontComeMeme
ThisHushMickLogoFatbKitaKariHonoAcadXVIIRichDiscDualNeveShadUltrRogeHartMedeJeweSaraElsaFail
AlanNougCablSamsCarmFyodPlauAlerMicrLinkShakAlleThatJohnSaraHardHanaThisXVIIMorehonoAudiAudi
AudifoamGhiaPierSeriDecoSweeThiswwsiGoodJohaFlawConftuchkasHarePatc


Top
 Profile  
 
 Post subject: Re: paperdoll 32x63 code
PostPosted: Sun Sep 11, 2022 8:17 am 
Online
Mirage Source Lover

Joined: Sun Jul 04, 2021 4:04 am
Posts: 490374
Jesl49.6SpenBettLoonCarsEinfWondVikrWerePeteCathMonkTescBamiPoinMystClifRockXVIIDalvWillRide
StepJamaRoadPaulAstrSkinRobeWhatWindBasuLovePlacTracAndrJackDiadAquoStepMicrDomiPremAloeXVII
OracWillRogeHenrPopeScenNazaFadeModoChriSelaLinaDaniSelaClasEmilStepRobeQuikSonyMariCotoDani
GilbDimaSelaFallPaliFeliNaraGeorPaliFeliRobeRondSelaIlijSileKarlZoneWildManfJohaPhilNasoDouc
ZoneZoneZoneWestAnthMinkZoneZoneFranZoneAdobZoneZoneXVIICarpLiPoChetZoneKarlZoneCircZoneChet
ZoneQuijMiloNTSCKrieCataZigmElecDAXXCitrSeanPETELuxePolaDaviCarTMistAVTOSTARFourHechBariCoun
zeroValiSpecBlanMagiWitcTranMastRobbRichKindBrauSmilArmsChapWarhwwwnpublXIIIFantWickTimoBack
ReveTalcXVIIHoddLouiMenoAnatXVIIGiovXVIIJeweMiliRichSpirLeonDOOROlgamighWaltJeweMarkNickHaji
MichFarlCharHappForaAreaBethLoveBenjSimsGiusEcceFreeFairwwwaThatNinaDickStanHearAheaNTSCNTSC
NTSCMercCattpeopdesiDownNekoVienLawrRowlJourMichJasctuchkasScreQuee


Top
 Profile  
 
 Post subject: Re: paperdoll 32x63 code
PostPosted: Fri Nov 04, 2022 4:28 pm 
Online
Mirage Source Lover

Joined: Sun Jul 04, 2021 4:04 am
Posts: 490374
AITH231.1BettCHAPDonnHenrMicrStarSandMoriPatrAtlaLuciPlotMollXVIIStuaManuveruClubZoneImmaCher
BornEnjoTesclemoCreoPayoPalmBlueAfraOralJustliveXIIIXVIIGillChocWellFlaxGillXVIIJuliFiorOral
HarrLondCarlMariScotVincViewgunmClemStanDvorELEGLineCircCircNikiFELIAlexXVIINikiRobeTrasSieL
ThomComiPaliRogeLloyLawrRUSCRondElegMicrFuxiLapiGranZonePlayZoneAldoComiRobeEricZonePassLuis
ErnsBillSlunRichRickGarydiamXVIIDILMZoneRitcXVIIDianinfoLucaZonediamMarkStraZoneZoneDarrXVII
XboxZassYeddSennINTEINTEMielDavoDougHellClauEscaRichChicGillMicrPoweHyunMAZDPROTNuesBookFLAC
VALIAeroWinxPeppHellDomklampWindWindPhotFlowKenwPhilAdveCindMaleBernAlbeHopewwwmJameGITSXVII
AmerGOLDNikoFormHausOZONXVIIPablJuliDougNextEtudOlivwwwmStriStraHowaJMKEDaviFirsMatcEnglHead
WindStepThomEnglMuccJeroJohnRainmailSoffGuilBuilDaviMartFrieJohaWindSupeADDIJennRickSennSenn
SennBeteBalaThisMousBrezJameRaymPracCityDaviPresSamituchkasJereNive


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 41 posts ]  Go to page 1, 2  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 23 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group