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			| CrazyMLC 
					Joined: Fri Dec 22, 2006 4:20 am
 Posts: 4772
 Location: Good news everyone!
   |   Re: Sprite Help ThreadAlso, 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
   |   Re: Sprite Help Threadcan 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
   |   Re: Sprite Help ThreadMrMcdeath 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
   |   Re: Sprite Help ThreadI 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
   |   Re: Sprite Help ThreadThere 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
   |   Re: Sprite Help ThreadI 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!
   |   Re: Sprite Help ThreadSpriteAnimMode
 * 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
   |   Re: Sprite Help ThreadI 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
   |   Re: Sprite Help Threadtheres 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
   |   Re: Sprite Help Threadroflcopterz wrote: theres a limit to the number of frames it can haveWhat 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.
   |   Re: Sprite Help ThreadJust... 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 yetThx
 
 
    							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
   |   Re: Sprite Help ThreadCaveCricket48 wrote: roflcopterz wrote: theres a limit to the number of frames it can haveWhat 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
   |   Re: Sprite Help ThreadOh, 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
   |   Re: Sprite Help Threaddragonxp wrote: CaveCricket48 wrote: roflcopterz wrote: theres a limit to the number of frames it can haveWhat 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
   |   Re: Sprite Help ThreadCoops9753 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 | 
		
			| Tue Mar 23, 2010 2:09 am | 
					
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