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Posted: Tue Dec 31, 2002 1:09 am Post subject: ship anims |
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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? |
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Fuzzjdc Seasoned Helper
Age:37 Gender: Joined: Dec 31 2002 Posts: 111 Location: Rowville, Victoria, Australia Offline
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Posted: Tue Dec 31, 2002 1:15 am Post subject: Re: ship anims |
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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 _________________ Owner of CSAU Administration
Owner of Death Universe |
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Mine GO BOOM Hunch Hunch What What
Age:40 Gender: Joined: Aug 01 2002 Posts: 3614 Location: Las Vegas Offline
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Posted: Tue Dec 31, 2002 1:19 am Post subject: |
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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. |
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Fuzzjdc Seasoned Helper
Age:37 Gender: Joined: Dec 31 2002 Posts: 111 Location: Rowville, Victoria, Australia Offline
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Posted: Tue Dec 31, 2002 2:28 am Post subject: |
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that cleared some things up. I'm still baffled....
So, continuum finds the center of the anim even if the ship is 16x16? |
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Helicon Server Help Squatter
Joined: Dec 03 2002 Posts: 771 Location: GNU Doldrums Offline
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Posted: Tue Dec 31, 2002 11:18 am Post subject: |
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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.... _________________ Signatures just seem so quaint. |
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Tue Dec 31, 2002 1:29 pm Post subject: |
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Ship gfx must have the same width & height. |
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Mine GO BOOM Hunch Hunch What What
Age:40 Gender: Joined: Aug 01 2002 Posts: 3614 Location: Las Vegas Offline
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Posted: Tue Dec 31, 2002 7:09 pm Post subject: |
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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. |
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Helicon Server Help Squatter
Joined: Dec 03 2002 Posts: 771 Location: GNU Doldrums Offline
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Posted: Tue Dec 31, 2002 7:17 pm Post subject: |
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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... |
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Fuzzjdc Seasoned Helper
Age:37 Gender: Joined: Dec 31 2002 Posts: 111 Location: Rowville, Victoria, Australia Offline
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Posted: Tue Dec 31, 2002 9:33 pm Post subject: |
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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. |
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Tue Dec 31, 2002 9:52 pm Post subject: |
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thats y ship#.bm2 was invented... |
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SuSE Me measures good
Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Wed Jan 01, 2003 5:35 am Post subject: |
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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]. |
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Helicon Server Help Squatter
Joined: Dec 03 2002 Posts: 771 Location: GNU Doldrums Offline
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Posted: Wed Jan 01, 2003 12:18 pm Post subject: |
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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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