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Topic: SS2 "tech" texture families
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6740eedeeb05fZylonBane

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Nuts. I just noticed that the spinning Triop logo has 6 frames. I guess it's not safe to double that... I'll have to cap the animation sequences at 10 frames.

6740eedeeb19aZylonBane

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Okay, stress test part two. This one is only 10 frames. Fingers crossed!

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6740eedeeb437ThiefsieFool

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works fine, set to 100ms

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6740eedeeb5a6ZylonBane

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Excellent. I'd guess that I'm about 75% of the way to an initial release candidate.

The current plan is to consolidate all three of the tech texture families (since there's so much redundancy between them), and redivide them by dominant color into "cool" and "warm" families (blue/purple vs red/yellow) for optimal palette use. Hopefully this won't cause too much DromEd pain. Will modders need to configure these new families from scratch, or can they inherit from the existing tech families?

Y'know, I always wondered why that concentric-circle tech anim was the only one invulnerable to gunfire.

6740eedeeb6bbmiracle.flame

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Great work Zylo... looking forward to it

6740eedeeba17ThiefsieFool

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Excellent. I'd guess that I'm about 75% of the way to an initial release candidate.

The current plan is to consolidate all three of the tech texture families (since there's so much redundancy between them), and redivide them by dominant color into "cool" and "warm" families (blue/purple vs red/yellow) for optimal palette use. Hopefully this won't cause too much DromEd pain. Will modders need to configure these new families from scratch, or can they inherit from the existing tech families?

Y'know, I always wondered why that concentric-circle tech anim was the only one invulnerable to gunfire.



As far as I know adding any texture family involves editing the gamesys and dragging every single texture under one of the existing categories, like Concrete or Glass or in our case AnimatingScreenTex, which makes the textures inherit the category's impact sounds, animation speed etc. That should be it.

I couldn't say for sure about that texture but it and a few others probably erroneously don't inherit from AnimatingScreenTex meaning they can't be busted up among other things.

6740eedeebba4ZylonBane

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Wait, what's this about a global limit on terrain textures? Is it low enough that I should be concerned about exceeding it? Does it include all textures in an animated sequence, or just the "root" textures? I figure I'm at about 75% complete right now, and I already have over 300 images.

Also, would it make importing into DromEd easier for authors if I put the double-speed animations in their own family? I have zero first-hand knowledge of the workflow involved here. Would it, say, be possible to include some DromEd command scripts to automatically perform all the grunt work?
« Last Edit: 12. October 2008, 15:53:16 by ZylonBane »

6740eedeebd45Nameless Voice

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The only limit I know of (limit of world textures per mission) would only count the "root" textures, not every frame.  And it's roughly 250 IIRC.

DromEd command scripts...  you could try an xml import file for Telliamed's ObjTree, I suppose.  That program was never fully completed, though, and it randomly takes offense to xml files and refuses to import them for unknown reasons.  One time I tried to use it, I had to split my imports into a dozen xml files - each with only two entries in them - before it would import them.

6740eedeebe3eZylonBane

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Just sending out a quick ping that this project is still alive. Various real-life events have decimated my free time over the last few weeks, but things should be easing up soon.
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dont want to dig out an old thread but...

i think this project is cancelled, or?

6740eedeec0d5ZylonBane

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The users who check in here but not TTLG always confuse me.
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sry for that...
visiting that forum here from time to time for news etc...
dont know that the mainparty is in the ttlg forums :)

6740eedeec3c9The Black Devil

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Wow! So hows the development going?
And will the Secmod be friendly with this?

6740eedeec4b2Shinobi

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Necro-posting FTW.

Technically these SHEMP textures can be used the same as SHTUP now, correct? Does anybody fancy making a mod to use them in vanilla maps? Pretty please??
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