project-navigation
Personal tools

Author Topic: Animated Textures for UFOs [CODING HELP NEEDED !!!]  (Read 84638 times)

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [WIP]
« Reply #105 on: March 31, 2010, 12:28:57 pm »
+

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [WIP]
« Reply #106 on: March 31, 2010, 12:34:24 pm »
Kildor, you are very right regarding jpgs. I hate them too & can't see their artifacts anymore, but I used F12 for the screenshots & the game-engine saved the screenshots in jpg format, so I decided to leave it that way (recoding them would have done nothing to improve the quality)...
I also had to reencode the screenshots because the original ones were very dark, generally I always have to enhance the gamma massively when playing UFO:AI, but the screenshots are saved without the game graphic settings regarding the gamma applied...
This is all you have to say, Kildor ?

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [WIP]
« Reply #107 on: March 31, 2010, 12:36:17 pm »
The Last Ones Of The Artifact Ridden Screens

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [WIP]
« Reply #108 on: March 31, 2010, 12:41:52 pm »
+

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [WIP]
« Reply #109 on: March 31, 2010, 12:47:09 pm »
@Kildor: The next screens will be made in HQ using another screen-capture utility, I promise  ;)
How's the gunship goin' ?

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Animated Textures for UFOs [WIP]
« Reply #110 on: March 31, 2010, 12:58:14 pm »
While it's hard to get a good sense from these images, it does look like you've got some nice work going on there. Rather than go through the trouble of making all new screenshots, why don't you commit the textures/changes so we can see it for ourselves in-game?

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: Animated Textures for UFOs [WIP]
« Reply #111 on: March 31, 2010, 12:59:03 pm »
you can use png to screenshotes, read the wiki.

It doesn`t going, because I have no time currently.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [WIP]
« Reply #112 on: March 31, 2010, 01:59:07 pm »
While it's hard to get a good sense from these images, it does look like you've got some nice work going on there. Rather than go through the trouble of making all new screenshots, why don't you commit the textures/changes so we can see it for ourselves in-game?
'cause I made over 1700 animation frames, which have to be programmed via the material system for each level individually to be seen in-game & that is still far from finished...
Everything took much more time than originally planned, because I separated many of the textures into seperate layers & animated those, I will attach an example how a screen is built up now:

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [WIP]
« Reply #113 on: March 31, 2010, 02:13:55 pm »
you can use png to screenshotes, read the wiki.
I sometimes really have trouble finding stuff there, this time again - Did find only the anouncement that you can do that, but no description how ?!

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Animated Textures for UFOs [WIP]
« Reply #114 on: March 31, 2010, 02:35:38 pm »
Quote from: wiki
You can set screenshot format to PNG by executing set r_screenshot_format png.

If you've got the screenshots, you must have a test case up and running. Commit what you've got.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [WIP]
« Reply #115 on: March 31, 2010, 03:00:14 pm »
@ H-Hour:
I do not want to deliver unfinished, unpolished & untested work.

What I can do is promise to deliver 3 to 5 optimized material files & a big part of the already done animations ASAP for the first testing phase & a few days later I will upload the rest...

You have to understand that it takes time to finish things, you should know that, I also would want to play your level now...  ;)
You could help me in the meantime by replacing all monitors & control-panels which are used twice (especially for the harvester, corrupter & bomber) by versions of them I could upload this evening.
That would help in making even nicer U.F.O.s  ;)
...& would help me be even more motivated to finish thiz with the highest quality possible.
 
This game deserves the best-looking U.F.O.s !!!


Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [WIP]
« Reply #117 on: March 31, 2010, 04:06:10 pm »
Some comments & statements from the developer-team regarding the above would really be nice  ::)

@ bayo, BTAxis, Destructavator, duke, geever, Kildor, Muton, Winter & all the others I forgot...
- I can't believe that you have no opinions to all of thiz ?

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [WIP]
« Reply #118 on: March 31, 2010, 04:11:46 pm »
Now is the time to tell me what you would like to see going on on the monitors of the U.F.O.s & what you do NOT want to see...

What I got already finished are just some animations for the smaller monitors, the big-screens are currently in the worx...

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: Animated Textures for UFOs [WIP]
« Reply #119 on: March 31, 2010, 04:20:01 pm »
I have no opinion because I can`t see anything in this jpegs. I like the main idea, yes.