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General Questions - ship anims

Anonymous - Tue Dec 31, 2002 1:09 am
Post subject: ship anims
is there any thing u have to do to make the ship anims (rolls, turning etc.) work if there bigger or smaller than the standard 36x36 pixels?
Fuzzjdc - Tue Dec 31, 2002 1:15 am
Post subject: Re: ship anims
Anonymous wrote:
is there any thing u have to do to make the ship anims (rolls, turning etc.) work if there bigger or smaller than the standard 36x36 pixels?


i forgot to login tongue.gif
Mine GO BOOM - Tue Dec 31, 2002 1:19 am
Post subject:
What do you mean by work? If you mean to be centered correctly, continuum does that for you, as long as you keep the ships.bm2's image description the same (10 across, 4 high). If you mean to increase their "hitable" area, in the .cfg file, under each ship's [title], change the Radius value. The standard is 14 pixels.

So if you made the ship's image to be 200x200, but you only want the middle 125x125 part to be "hitable", you should set the radius to be 62.
Fuzzjdc - Tue Dec 31, 2002 2:28 am
Post subject:
that cleared some things up. I'm still baffled....

So, continuum finds the center of the anim even if the ship is 16x16?
Helicon - Tue Dec 31, 2002 11:18 am
Post subject:
ive always been foggy on this too... how exactly does it automatically find the center of the graphics IE ships, bombs, mines?

must they all be the same dimensions IE all bombs must be 10x10 if thats the size? Etc etc etc...

what about blackspace? i know its included in the graphic w/ a > usual radius... how would one make a ship that is longer than it is wide? hopefully wihout a big black halo when one goes close to a wall?

exact clarification would be heavenly.... icon_wink.gif
Dr Brain - Tue Dec 31, 2002 1:29 pm
Post subject:
Ship gfx must have the same width & height.
Mine GO BOOM - Tue Dec 31, 2002 7:09 pm
Post subject:
Look at it this way. Continuum opens the file, and knows it SHOULD have 10 images by 4 images for each ship, for a total of 40. So it reads the image's actual height and width, and divides by the 10 and 4.

So for each ship, it will divide the width by 10, and the height by 4, and thats each image's size. So its usually best to keep the dedimensionsmage a multiple of its image # for the width and height. So the ship1.bm2 shouldn't be 1123x253, since that won't divide by 10 and 4 nicely.
Helicon - Tue Dec 31, 2002 7:17 pm
Post subject:
muchas gracias, but what about if not all the ships are the same radius IE i got ship1 is 40 pics wide and ship 2 75 pics wide...? does it load the pictures from the larges size and then just sample the radius...?

i hope this is clear, if not, please work with me... sa_tongue.gif
Fuzzjdc - Tue Dec 31, 2002 9:33 pm
Post subject:
i don't think you would have 3 different ship sizes in the one bm2 file plus continuum finds the 10 by 4 pics. if one ship is 36x36 then another is 16x16 its gonna be very screwed up!


Thanx MGB, thats helps a lot, i understand.
Dr Brain - Tue Dec 31, 2002 9:52 pm
Post subject:
thats y ship#.bm2 was invented...
SuSE - Wed Jan 01, 2003 5:35 am
Post subject:
Just to clarify: Ship images can be ANY size (as long as it's under 4 MB .lvz limit), but the row/column layout of the original image(s) must be kept.

This means 10 columns and 4 rows per ship with THE SAME angles as the original image(s) [if you want the ship(s) to line up the proper/traditional way with bullets/bombs,that is].
Helicon - Wed Jan 01, 2003 12:18 pm
Post subject:
thanks all, i knew about the ship#.bm2, but i tend to remember seeing an infantry-style zone with one weird bm2 before, oh well, i might be hallucianting past events... ive done it before, im good at it too

thanks all... did i already say that?
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