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this is a extension of the post " How do make animate cc assemble a avatar in memory - Adobe Community - 14189269" but we didn't quite hit the solutton i was looking for., so so close but we hit the
same stopping point i did!
recap:
you hit the solution i used in the sense of connecting the files and
i figured id try a more direct post on the issue as the script for renaming the library from Solved: Re: how do i add a shortcut to this properties box - Adobe Community - 14189238 has now got everything
at the finish line swo i can look at a lot fo this art and make sure its actually aligned correctly.as some of the art files looked damaged as the hat was no where its head...
looking to to code a simple frotnend to allow the files to be viewed by
a non content creator or for a video highlighting was found, not having to the dance we know about for one file after another. picxture a 100 mb folder of these coming to you, thats not time effective!
in the original game their was a drag and drop box for this and showed your invintory and i get this impression that one loader is all i need it also wrote to a sql servver your selections.
either way the loader i want to make would do this: (dropdown boxes)
color and species
shirt
pants
coat
etc.
SOlutions tried so far:
in my flash books ive found solutions for getting for instance a item off the stage by as3 , but not how to you "remove and clear" the as3 name so the new files can come in(the files all have the same as3 name fo each piece, thats how they are combining on the stage under "name"
. keep in mind this old old dead games files are extensive and simply renaming the as3 names isn't likely to work. i also think this was using the as3 flex loader as that had a option to load a single symbol from a swf if im not mistaken.
other solutions ive tried:
under adobe flex(now apache flex) :
embed command with the symbol ONLY
note: does not work under normal loader...
splitting the files with jpexs and loading them as separate swfs for each piece and loading them
on a layer on the wireframe....
works but theirs way too many files here to do this....
loading in html5...
uh...they make siezure medications for a reason, they looked like they needed it
had severe animation problems....the animation looked in need of medcial attention.
depth of this problem:
i was able to recreate 66 of the 400 colors using find and replace colors and the rough raseter art as a color guide., 2 minutes per file by that method. , 99 if the later avatars are found.
a few mb of the clothes were found publically accessable (hundreds of files actually as some are 2kb in size, largest is 126kb). is suspect much more is out thera and a bit terrified of that already as it took two weeks to sort a 2mb file set into the basic types(shirts, pants, handhelds, etc)
this can't be the first time this sort of solution has come been used in a game.
. Also some of the mini games actually NEED the avatar to load and this is going to to come up which is why im trying to not mess with how they did it. These things were never easy to view outside game and well, id like to fix that..
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tick put duplicates into a folder if they are different but have the same name
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eventually i wnat to do this in the displaylist for flash directly , so i can write a small shell file the for wireframe INTO memory, and and the avatar file and have thje files contents merge equalt to "replace existing items"
more or less *exactly* what you mentioned in the authoring envirnment but as a shell as3 file that 1. loads wireframe.swf, 2. loads an avatar.swf file, 3. combines the two in the displaylist and gets repeated for the clothes, etc.
i;ve tried using the embed and lloader command and i get two webpages with no mixing.
your solution seems exactly how the process that works, i just wnat to make something so a layperson can also do the same from drop down eseletion box. also nice for preserving the art as right now the art is being found but
it just sits around and short of us with authoring experience, its rusting away on old dead drives. i have no intentions of rebuilding the whole game anymore, as i took way too much social drama trying and another group is
doing that so they are trying in untiy. they already gave up the avatar games so their not in better shape than i am at the moment on the front. i recall they had several they loved and wanted to get going and recently posted they gave up on it. so their not gonna be much help id say. last i checked they were in 2 years and barely got idle and walk to work and they did that by uniswf and it didn't look very good.
practical example:
you had a orange pinixy and a pink hat
"select orange" "select pinixy" "select pink hat"
click update button (shows the items as if you did so by opening wireframe, converting via script, etc) .
As this thing ages more files are appearing and less know how to get into them....this would make it far easier to
just add them to the right folder and update a text list and it goes, memories restored. .
one other advantage copyrught wise to make a "viewer" for the files only is that the viewer will have NO art elemetns used in the original game other than the files which are publically on the web.
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im looking for how to do a swf or adobe air "wrapper" for the wireframe.swf and petpet .swf file so i can do this so people without animate cc can also view the file(s). its not going to game but would if i get all the stuff to work, let them reassemble the avatar with its clothes that were saved etc. Ive had a few people use them as icons for
boards, and etc as a memory of their past experiences, and well, its not a game but the toughest part of it and the
most poorly documented as well.
i know what the process in cc is doing but....how is taht done in pure as3 code.
1. load the files into the display manager
2. remove the placeholder piece on wireframe. swf
3. put the pieces in avatar.swf in their place (they seem to know where to go when dragged INTO the wireframe.swf so...why do i need to put x and y coodiantes when loading them?)
this creates exactly what has been done so far, but for the life of me i can't figure how they did step 2 and or 3.
below is the *most* success i've had using a fully jpexs extracted swf file where every piece was its own self standing
swf.
ive tried using the loader classes to do it on wireframe.swf and whatever avatar file was used, it shows as 2 webpages more or less. it unloads as two webpages.....i can't alter the files in them.
this below is what ive had so far work...
public function MainTimeline()
{
super();
addFrameScript(0,this.frame1);
}
internal function frame1() : *
{
this.myLoader = new Loader();
this.url = new URLRequest("Blue/Hiffolo/front_Top_Ear/Front_Top_Ear.swf");
this.myLoader.load(this.url);
addChild(this.myLoader);
this.myLoader.x = -14.7;
this.myLoader.y = 133.7;
this.myLoader2 = new Loader();
this.url2 = new URLRequest("Blue/Hiffolo/Front_Torso/frames.swf");
this.myLoader2.load(this.url2);
addChild(this.myLoader2);
this.myLoader2.x = -59.3;
this.myLoader2.y = -98.65;
these when placed onto the symbols in wireframe.swf work but its also a lot of loaders and well, doesn't that violate the whole idea of efficent coding to need some 300 something of them.
I'm clearing missing SOMETHING important. i have seen that the embed command under flex has a option to load symbols optionally which eliminates the jpexs step, but hoping somebody has a light bulb moment what im missing like that super time saving script!
why can't i leave them in the wireframe.swf file and avatar.swf? theirs potentially 400 of these files that coudl appear, at least 66 for
100% sure(their solid colors and easily color swapped)
clearly this system has been used somewhere like every old flash MMO with extensive clothing options but it doesn't seem documented anywhere how its done.
im kinda new to programming and likely way over my head on this, but clearly i've seen what the problem
IS i need to solve.
im sure this would make a really good avatar tutorial for someone as a end result as clearly, its got some pretty
crazy potential with i recall 16-20(i stopped counting after this) types of accessories, 400 avatar looks etc.