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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Sprite Help Thread
Also, remember to always pick a 'light source', meaning where the light comes from, so you can decide which parts are darker or lighter, because that's an important step in making something look real/3D.
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Mon Mar 22, 2010 2:02 am |
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MrMcdeath
Joined: Sun Mar 14, 2010 6:33 am Posts: 41
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Re: Sprite Help Thread
can somebody please point me to the thread that shows how to animate a sprite?
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Mon Mar 22, 2010 2:16 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Sprite Help Thread
MrMcdeath wrote: can somebody please point me to the thread that shows how to animate a sprite? I wasn't aware we had one, though I could -make- one if we needed.
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Mon Mar 22, 2010 3:34 am |
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MrMcdeath
Joined: Sun Mar 14, 2010 6:33 am Posts: 41
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Re: Sprite Help Thread
I tried searching for one but came up blank. Of course I haven't been on this forum for that long and im sure people who have been here longer may remember it...
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Mon Mar 22, 2010 3:52 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Sprite Help Thread
There isn't that much to it, is there? I don't profess all that much experience with animations, but to the best of my knowledge you simply make frames, name them properly (sprite000.bmp, sprite001.bmp...) and set an animmode, yes?
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Mon Mar 22, 2010 3:58 am |
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MrMcdeath
Joined: Sun Mar 14, 2010 6:33 am Posts: 41
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Re: Sprite Help Thread
I dunno... never did this kind of stuff before. I don't really know how to script anything and/or animate stuff...
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Mon Mar 22, 2010 4:00 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Sprite Help Thread
SpriteAnimMode
* 0 = NOANIM - No animation. * 1 = ALWAYSLOOP - Loops the frames in the order they are in. * 2 = ALWAYSRANDOM - Picks random frames to show. * 3 = ALWAYSPINGPONG - Loops the frames by going from the first frame to the last one, then back again. * 4 = LOOPWHENMOVING - I haven't tested this, but it seems self-explanatory. * 5 = LOOPWHENOPENCLOSE - It loops when opening or closing. Mainly for rockets. * 6 = PINGPONGOPENCLOSE - It ping-pongs (See ALWAYSPINGPONG) when opening or closing. Mainly for rockets. "SpriteAnimMode = 4 SpriteAnimDuration = 500" - in miliseconds, I think.
Make your sprites, starting with sprite000.bmp, and continue making frames until you are satisfied.
Once you have your frames, set your FrameCount in the .ini to however many frames you have. "FrameCount = 2"
You never have to set the SpriteAnimMode, but you can do it if you want to change how the frames play out.
If you have 1 frame you just name the file sprite.bmp.
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Mon Mar 22, 2010 4:14 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Sprite Help Thread
I had a topic about this sprite a while ago but didn't get many replies. Any tips you have for me, CrazyMLC? (Half-Life 2 Gravity Gun) The top row is the current one, lower rows just show progress.
Last edited by CaveCricket48 on Mon Mar 22, 2010 4:28 am, edited 1 time in total.
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Mon Mar 22, 2010 4:25 am |
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roflcopterz
Joined: Sat Mar 20, 2010 4:51 pm Posts: 30
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Re: Sprite Help Thread
theres a limit to the number of frames it can have
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Mon Mar 22, 2010 4:28 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Sprite Help Thread
roflcopterz wrote: theres a limit to the number of frames it can have What are you talking about?
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Mon Mar 22, 2010 4:30 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: Sprite Help Thread
Just... Not happy with it, it feels like its missing something.. Could any of you two try and make it look... complete? (going for a Bullpup design/LMG-ish Look) Attachment:
LMG.bmp [1.41 KiB]
Not downloaded yet
Thx
Last edited by Coops on Mon Mar 22, 2010 11:09 pm, edited 1 time in total.
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Mon Mar 22, 2010 7:22 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Sprite Help Thread
CaveCricket48 wrote: roflcopterz wrote: theres a limit to the number of frames it can have What are you talking about? Guns have a funny framelimit, they cannot have more than two frames, [even is sprite animmode is = 1]. Exception: Unless it has a spinup variable. Way around: Attachable.
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Mon Mar 22, 2010 11:07 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Sprite Help Thread
Oh, I see what he was thinking. See, the orange and blue versions aren't the same gun, the orange will be the standard gravity gun while the blue is the dark-energy charged one. Sorry about the confusion.
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Tue Mar 23, 2010 12:39 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Sprite Help Thread
dragonxp wrote: CaveCricket48 wrote: roflcopterz wrote: theres a limit to the number of frames it can have What are you talking about? Guns have a funny framelimit, they cannot have more than two frames, [even is sprite animmode is = 1]. Exception: Unless it has a spinup variable. Way around: Attachable. A better way around is Lua. Actually, Lua is probably the -best- way to handle any animations apart from simple looping ones.
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Tue Mar 23, 2010 1:52 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Sprite Help Thread
Coops9753 wrote: going for a Bullpup design/LMG-ish Look
Here you go. I think the main problem was the barrel length. LMG's generally have fairly long barrels, as mobility is no longer a concern. Bullpups especially can afford to have hella long barrels as the magazine/clip (whatever don't yell at me) is behind the trigger. I also lengthened the mag/clip as this an LMG, and it shold have a large ammo capacity. I made a quick edit so you can see what I mean. I didn't really like how the back was as high as the front rails, it gave it a bunched up look which can be good or bad depending on the rest of your faction. I think this lankier look goes better with your standard trooper (the one I like the most) so take from this what you want.
Attachments:
halp2.bmp [60.8 KiB]
Not downloaded yet
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Tue Mar 23, 2010 2:09 am |
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