project-navigation
Personal tools

Author Topic: Animated Textures for UFOs [CODING HELP NEEDED !!!]  (Read 83967 times)

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [Paused]
« Reply #150 on: April 10, 2010, 01:26:14 pm »
please also try to use the color feature. having dozens of texture whose only difference is the color isn't very nice imo.
Seems like you want to see the framecount reduced @ all costs  ;)
I do not agree on this one, but what should I do, you are the decider here... ;) - So,  I will do  ;)

2 last questions:

1. Did you try the tropic.mat file with the tex_ua folder enabled & the new version of tex_ufo ?

2. Will I also get animr ?

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [Paused]
« Reply #151 on: April 10, 2010, 01:38:57 pm »
please also try to use the color feature. having dozens of texture whose only difference is the color isn't very nice imo.
btw, I made a maximum of 4 different color versions for one animation, never more, but often only 3 or 2 colors, the rest are different animations...

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Animated Textures for UFOs [Paused]
« Reply #152 on: April 10, 2010, 01:55:35 pm »
Seems like you want to see the framecount reduced @ all costs  ;)
I do not agree on this one, but what should I do, you are the decider here... ;) - So,  I will do  ;)

2 last questions:

1. Did you try the tropic.mat file with the tex_ua folder enabled & the new version of tex_ufo ?

2. Will I also get animr ?

animr == anima 0,1,2,3,4,3,2,1,0,1,2,3,4,3,.....

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Animated Textures for UFOs [Paused]
« Reply #153 on: April 10, 2010, 01:56:12 pm »
btw, I made a maximum of 4 different color versions for one animation, never more, but often only 3 or 2 colors, the rest are different animations...


then please only do one and use the color value ;)

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [Paused]
« Reply #154 on: April 10, 2010, 02:14:11 pm »
then please only do one and use the color value ;)
No prob. Will do.
animr == anima 0,1,2,3,4,3,2,1,0,1,2,3,4,3,.....
8)
Okay, I thought frame 0 would alternate  :) ;) :D ;D

Now only one question remains  ;):

1. Did you try the tropic.mat file with the tex_ua folder enabled & the new version of tex_ufo ?


You already know, I need to hear something like: 'Yes, looks great, you did a fantastic job there...' or something like this to gain motivation  ;)
So if you have not tried it yet, please do so, when the whole geoscape issue & your time allows it, I will not stress, but I think my work deserves to be @ least reviewed & commented on before I will continue, so please take a look @ Harvester & Corrupter tropic+bigufo, day & night version & tell me how you like it to also avoid more extra unnecessary work from my side.
Thank you in advance.

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Animated Textures for UFOs [Paused]
« Reply #155 on: April 10, 2010, 02:53:32 pm »
0,n-1,0,n-1,0

http://ufoai.ninex.info/wiki/index.php/Mapping/Materialsystem feel free to extend

I'm sorry, I still don't understand. 0,n-1,0,n-1 looks to me like alternating between two frames, but the description suggests there are an uneven number of frames...

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Animated Textures for UFOs [Paused]
« Reply #156 on: April 10, 2010, 02:55:18 pm »
it goes from 0 up to n-1 back to 0 up to n-1

feel free to edit the wiki description

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Animated Textures for UFOs [Paused]
« Reply #157 on: April 10, 2010, 04:12:48 pm »
it goes from 0 up to n-1 back to 0 up to n-1

feel free to edit the wiki description

Thanks, wiki edited.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [Paused]
« Reply #158 on: April 10, 2010, 06:11:34 pm »
@H-Hour: Thanks for editing the wiki, but are you sure about that:
Quote:
'The number of frames should be uneven for this to work properly. Otherwise the mid frame (resp. the last frame) will be shown twice.'
Quote end.

?

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Animated Textures for UFOs [Paused]
« Reply #159 on: April 10, 2010, 06:20:37 pm »
that was my sentence, and yes - i'm sure.

the last frame (which is in fact the mid frame) would be played twice

if you want this effect, you can of course also use an even number of frames.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [Paused]
« Reply #160 on: April 10, 2010, 06:32:21 pm »
Good to know  ;) !

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [Paused]
« Reply #161 on: April 11, 2010, 11:56:15 pm »
Hey UFO:AI Developers & Friends,

Private Messages with a link to a preview version (just one level:tropic) have been sent to some of the folks currently active in this project.

If someone else interested in this subject wants a download-link to the preview, feel free to send me a message...

For those who got the links, feel free to criticize ;)

I am open for any discussion regarding this subject.

Please also have a look what the 1pics.pk3 contains, because there are lots of versions & other animations there which I am unable to show all together in just one level ;)

Also I want to note here, that plans are already much further than this preview might show. We can also use the material system to make 'skins' for the textures & so we are able to make special ufocrash-textures & animations (exploded screens, sparkle throwing buttons, etc.). Also we could use the material system for 'special' U.F.O.-levels, where 'special' U.F.O.s can land ;)

I am looking forward to a nice discussion...

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [Paused]
« Reply #162 on: April 12, 2010, 12:05:58 pm »
The first version of these files had a CRC error in 1pics.pk3  :'(, I have sent a new version to Mattn for upload to the same place.
So if you did not try it yet, please wait with doing so, until a new version without bugs in the zip is uploaded.
I will shout here, as soon as this is done.
Sorry for this mistake, it was my fault  :-[

Offline Gren

  • Squad Leader
  • ****
  • Posts: 165
    • View Profile
Re: Animated Textures for UFOs [Paused]
« Reply #163 on: April 12, 2010, 12:18:35 pm »
The first version of these files had a CRC error in 1pics.pk3  :'(, I have sent a new version to Mattn for upload to the same place.
So if you did not try it yet, please wait with doing so, until a new version without bugs in the zip is uploaded.
I will shout here, as soon as this is done.
Sorry for this mistake, it was my fault  :-[

It worked OK for me.. :D

Corruptor.
Ground floor effect, with just the rows of hold lights and a little light pulsing is very effective. Gives an eerie feel to it as you bring your troops in.

The internal walls look quite good and the movement produced as you move through the ship is probably what you intended, with the red/black "ripple" effect. It does look pretty cool.

I did notice that as you move viewing position on the UFO, there seems to be a light/shadow effect which moves along the ship with the camera. almost as if someone was holding an electric torch or lamp?.. not sure if it's intentional, or if it just happens at night, but that bit doesn't look right. (see pic)

I really love the floor effect on both the Corrupter and the Harvester!! The light pulsating between the floor tiles is excellent! and with the other lighting and equipment animation, seems to be a big improvement all round.

Great work imo!.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Animated Textures for UFOs [Paused]
« Reply #164 on: April 12, 2010, 12:56:39 pm »
No, it did not, Gren, you just thought that ;)

Here is the link to THE WORKING VERSION :

http://www.hyperupload.com/downloadfile.aspx?fv=Public/6340665152277287011pics.pk3

Please review that version. Sorry, this was my mistake  :-[

btw, please rename it to 1pics.pk3 & after you downloaded it & simply overwrite the old version in ufoai/base

Hyperupload is down, you can find the file here:

http://rapidshare.com/files/375834363/1pics.pk3.html
« Last Edit: April 14, 2010, 07:08:14 pm by MCR »