Weird Koopa Shell Rendering.

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mariobrigade2018
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Weird Koopa Shell Rendering.

Postby mariobrigade2018 » Sat Jul 15, 2023 12:48 am

So here are some koopas that I ripped, and they look good:


Image

But the red and green shells don't render their graphics, which is weird:



Image

But even weirder is that it's only for the red and green shell, the "yellow" shell renders perfectly fine.



Does anyone know what's going on?

Edit: To anyone who wants to use NPC TxT files to modify them, Remember to check BOTH GFX sizes! Otherwise, this will happen!

On a random note, does anyone know how to make a big koopa shell not do this?

Image
Last edited by mariobrigade2018 on Sat Jul 15, 2023 12:04 pm, edited 2 times in total.

deice
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Re: Weird Koopa Shell Rendering.

Postby deice » Sat Jul 15, 2023 6:50 am

mariobrigade2018 wrote:
Sat Jul 15, 2023 12:48 am
Does anyone know what's going on?
could you provide the actual image files you're using (and if applicable any custom txt files for the npcs)? it's hard to determine what the issue might be without having access to those

mariobrigade2018
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Re: Weird Koopa Shell Rendering.

Postby mariobrigade2018 » Sat Jul 15, 2023 11:48 am

Here are the images. I hope no one steals them. It took way too long to rip.

Image

Image

The text file for npc-5

Code: Select all

gfxoffsety=0
gfxwidth=36
gfxheight=32
name="Green Koopa Troopa Shell"
And for 7

Code: Select all

gfxoffsety=0
gfxwidth=36
gfxheight=32
name="Red Koopa Troopa Shell"
Hope this helps.

Edit: To anyone who wants to use NPC TxT files to modify them, Remember to check BOTH GFX sizes! Otherwise, this will happen!

On a random note, does anyone know how to make a big koopa shell not do this?

Image

deice
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Re: Weird Koopa Shell Rendering.

Postby deice » Sat Jul 15, 2023 2:00 pm

mariobrigade2018 wrote:
Sat Jul 15, 2023 11:48 am
Edit: To anyone who wants to use NPC TxT files to modify them, Remember to check BOTH GFX sizes! Otherwise, this will happen!
i assume then that your issue is resolved, because it was a result of not manually specifying gfxheight in your txt file. i've tested and with both dimensions specified they look just fine on my end.
mariobrigade2018 wrote:
Sat Jul 15, 2023 11:48 am
On a random note, does anyone know how to make a big koopa shell not do this?
the big koopa shell (npc-73) does not have the same special code that handles animations depending on whether it's been kicked that normal shells do (as it doesn't animate at all by default). without lua, i'm fairly certain there's no way to change this.

mariobrigade2018
Spike
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Posts: 275
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Flair: Normie in coding who dreams of making a Mario game
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Re: Weird Koopa Shell Rendering.

Postby mariobrigade2018 » Sat Jul 15, 2023 4:35 pm

deice wrote:
Sat Jul 15, 2023 2:00 pm
mariobrigade2018 wrote:
Sat Jul 15, 2023 11:48 am
Edit: To anyone who wants to use NPC TxT files to modify them, Remember to check BOTH GFX sizes! Otherwise, this will happen!
i assume then that your issue is resolved, because it was a result of not manually specifying gfxheight in your txt file. i've tested and with both dimensions specified they look just fine on my end.
mariobrigade2018 wrote:
Sat Jul 15, 2023 11:48 am
On a random note, does anyone know how to make a big koopa shell not do this?
the big koopa shell (npc-73) does not have the same special code that handles animations depending on whether it's been kicked that normal shells do (as it doesn't animate at all by default). without lua, i'm fairly certain there's no way to change this.
1. Yeah. Guess I gotta keep that in mind.

2. Oof.


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