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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Animated Muzzle Flash
I'm trying to make this ... ... into an animated muzzle flash. I've already separated the gif into 16 frames, but when it is fired, it only shows one of the 16 images. I don't really know what to do at this point; can any of you guys help me out?
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Thu Jul 31, 2008 9:40 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Animated Muzzle Flash
Did you check the FrameCounts? That could be the problem. If you give me the images, I could do it the muzzle flash for you.
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Thu Jul 31, 2008 9:45 pm |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Animated Muzzle Flash
Yeah, the framecount is "000" through "015," so there are 16 frames. No errors or anything. I see that in the Crobotech mod, capnbubs' fire is an animated MOSParticle, while muzzle flashes are attachables. I think this is the problem.
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Thu Jul 31, 2008 9:52 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Animated Muzzle Flash
Quote: SpriteFile = ContentFile FilePath = Crobotech.rte/Effects/ExploSmoke01.bmp FrameCount = 13
Did you do that? Also, the MuzzleFlash is only displayed while firing. So make it fire one big shot and lots of nothing shots as the tracer.
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Thu Jul 31, 2008 11:19 pm |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Animated Muzzle Flash
zalo wrote: Quote: SpriteFile = ContentFile FilePath = Crobotech.rte/Effects/ExploSmoke01.bmp FrameCount = 13
Did you do that? Yes, I did that. But that code you posted from the crobotech mod is for an MOSParticle, not an attachable. For the 'one big shot and lots of tracer shots' method, how would I do that? Make 'RTTRatio =' a very high number?
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Fri Aug 01, 2008 12:02 am |
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Shogoll
Joined: Fri Oct 13, 2006 10:23 am Posts: 50
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Re: Animated Muzzle Flash
The way muzzle flashes work is it randomly picks one then displays it for ever bullet fired. Muzzle flashes as a result can't be animated. What you have to do is attach an MOSParticle that shows the animation, like in the Crobo mod.
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Thu Aug 07, 2008 11:50 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Animated Muzzle Flash
The flash are like the real thing, happens in an instant, and is hard to see.
So what I did is triple the frame count, three of this frame, then three of, and so on, so there is three times the chance of showing each frame.
^ Fixed Jolag's muzzle flash being unable to be seen.
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Fri Aug 08, 2008 1:32 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Animated Muzzle Flash
Okay, thanks Shogoll and Foa. I'll try to make it emit a mosparticle the instant it is fired. One problem: how would I make it travel with the gun? Wouldn't it just fall to the ground unless it was pinned? How could I pin it to the gun?
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Fri Aug 08, 2008 3:13 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: Animated Muzzle Flash
uberhen wrote: Okay, thanks Shogoll and Foa. I'll try to make it emit a mosparticle the instant it is fired. One problem: how would I make it travel with the gun? Wouldn't it just fall to the ground unless it was pinned? How could I pin it to the gun? Why would you need to pin it to the gun?
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Fri Aug 08, 2008 3:46 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Animated Muzzle Flash
uberhen wrote: ... Wouldn't it just fall to the ground unless it was pinned? ...
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Fri Aug 08, 2008 5:03 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Animated Muzzle Flash
Then, use my 'Idea' . :D
Okay?
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Fri Aug 08, 2008 5:50 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: Animated Muzzle Flash
Smoke stays in the place where the gun was fired. Why would it need to be pinned to the gun?
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Sat Aug 09, 2008 1:21 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Animated Muzzle Flash
CandleJack wrote: Make it pinned, but not to the gun. This might be the best method, and even if it would look kind of weird when it's fired while moving fast, I could just make the framerate faster I guess. But if I fired it upward, or any direction for that matter, wouldn't the emitted sprite animation still be facing to the right? It wouldn't travel in the direction of the barrel like a regular muzzle flash, would it? Example: the fire in the crobo mod still faces upward no matter what direction or speed the mosparticle that emits it travels.
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Sat Aug 09, 2008 1:26 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Animated Muzzle Flash
MOSParticles don't animate when pinned...
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Sat Aug 09, 2008 1:30 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Animated Muzzle Flash
Hmm... Then I guess nonrandom animated muzzle flashes are impossible?
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Sat Aug 09, 2008 1:45 am |
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