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Author Topic: Animated Textures for UFOs [CODING HELP NEEDED !!!]  (Read 86940 times)

Offline MCR

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Re: Animated Textures for UFOs [WIP]
« Reply #45 on: March 14, 2010, 12:33:45 am »
Additional frames for ufo2_04 animation to make it change the colors smoothly (now 18 frames long):

Offline MCR

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Re: Animated Textures for UFOs [WIP]
« Reply #46 on: March 14, 2010, 12:53:01 am »
Repaired ufo1_02 animated texture alignment, although I do not know if this texture is currently even used somewhere:

Offline MCR

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Re: Animated Textures for UFOs [WIP]
« Reply #47 on: March 14, 2010, 03:17:03 am »
This should really look nice if played rather fast:

Offline Mattn

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Re: Animated Textures for UFOs [WIP]
« Reply #48 on: March 14, 2010, 08:45:20 am »
Additional frames for ufo2_04 animation to make it change the colors smoothly (now 18 frames long):

there is a 16 frames limit ;) please try to stay inside that limit.

Offline MCR

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Re: Animated Textures for UFOs [WIP]
« Reply #49 on: March 14, 2010, 10:22:06 am »
Good morning, mattn !
I saw you extending the frame-limit to 16 yesterday, so I thought it would be no problem to extend it to 18 frames, but if it is a problem I have to rework the frames, otherwise it wouldn't look as smooth as planned  :'(
Was my usage of the tracker okay ?
Sourceforge reacts kind of slow on my connection...

Offline MCR

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Re: Animated Textures for UFOs [WIP]
« Reply #50 on: March 14, 2010, 04:57:23 pm »
Mattn ?

Offline Mattn

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Re: Animated Textures for UFOs [WIP]
« Reply #51 on: March 14, 2010, 05:16:47 pm »
well, most of the other animations are using way less than 16 frames - so please rework the animation to use 16 - increase the hz to make the animation smoother - you know that you can scroll and scale with the material system, too? if it's only about scrolling, there is no need to add a dozen of new images. head over to the wiki (mapping/material system) to get more info about that (and see the existing material defintiion in base/materials)

Offline MCR

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Re: Animated Textures for UFOs [WIP]
« Reply #52 on: March 14, 2010, 05:37:21 pm »
no prob, will rework the animations  :'(, although I really think 16 frames are not really enough for complex animations like I have planned for the various screens (normal TV: 1 sec.=24 frames  ::))...
Maybe you could think about expanding the frame-limit a little bit or is this a real technical problem like 0-F ?
will also try to create my first patch with tortoise svn...
I already read the info about scrolling, but I think it would not be possible to have scrolling & blending & color-changing fx in one texture, but you are right, ufo1_02 could be changed this way...

Offline Mattn

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Re: Animated Textures for UFOs [WIP]
« Reply #53 on: March 15, 2010, 06:48:42 pm »
if you would like to play longer animations we should think about adding cutscene render support to the material system - should not be a big problem. then you can create ogm or roq videos and play them back in the maps.

Offline MCR

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Re: Animated Textures for UFOs [WIP]
« Reply #54 on: March 15, 2010, 07:34:48 pm »
That would be awesome !!!  8)
Especially for all the screens, I am imagining a lot of movement in 2084  ;)
We could make really cool animations & play them, I am having lots of ideas, without having to use any copyrighted material...
But this has no ultra-high-priority, I need some time to create all the animations anyway...

Regarding animations here are some of my ideas:

- We could use some visualization programs & record the outputs.
- We could make morphings with some free photo-to-photo morphing software.
- We could make some cool-looking Mandelbrot animations using some free software.
- We could record some selfmade video files, with content fitting the scenario of UFO:AI.
- We could record all the stuff that already is in the game to make animations, a morphing of all the UFO-models on the screen of a UFO, or the rotating globe of UFO:AI on the screen of a Phalanx-craft for example.

Step by step we will get it done & produce the best game ever made here !!!

BTW, I think you have done a really great job here already, Mattn ! I saw something of a Particle-Editor ?!   ::)

Offline geever

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Re: Animated Textures for UFOs [WIP]
« Reply #55 on: March 15, 2010, 07:58:18 pm »
That would be awesome !!!  8)
Especially for all the screens, I am imagining a lot of movement in 2084  ;)

Just don't stuff it with much HD films. We want it to run on slower machines too. ;)

-geever

Offline MCR

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Re: Animated Textures for UFOs [WIP]
« Reply #56 on: March 15, 2010, 08:58:53 pm »
 ;D
16 frames is very okay for all the buttons & stuff, but any video running with a smooth framerate will get very repetitive with only 16 frames available & I also think that there is some time left until the final version comes out  ;), so the power-machines of today will be the calculators of tomorrow  ;D
How do you like the new ufo animations so far ?

Offline H-Hour

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Re: Animated Textures for UFOs [WIP]
« Reply #57 on: March 15, 2010, 10:54:19 pm »
Just don't stuff it with much HD films. We want it to run on slower machines too. ;)

I'm with Geever on this one. You can throw in all the flash you want, or you can use your resources wisely. A well-made smaller texture looks better than a mediocre larger texture, and a well-made 6-frame animation can look better than a poorly-made 25-frame animation.

Offline MCR

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Re: Animated Textures for UFOs [WIP]
« Reply #58 on: March 15, 2010, 11:16:57 pm »
There won't be ANY HD-Films, I swear  ;)

Offline MCR

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Re: Animated Textures for UFOs [WIP]
« Reply #59 on: March 17, 2010, 12:49:43 pm »
I see you are already using the animations, Kildor  ;D