6740f7abab349

6740f7abacb48
5 Guests are here.
 

Topic: SS2 "tech" texture families
Page: « 1 [2] 3 »
Read 18335 times  

6740f7abad1e0ZylonBane

6740f7abad267
That reminds me, would there be any value to including high-framerate but original-resolution animations for use in the stripped levels?

6740f7abad3a1Nameless Voice

6740f7abad3ef
Well, they'd only really work for mods with a custom gamesys to change the animation speed.  But they wouldn't require changing the levels...

6740f7abad4b0ZylonBane

6740f7abad51b
True enough. I just want to verify that animation rates can still be adjusted in stripped levels, even if the texture scales cannot.

6740f7abad5c9Nameless Voice

6740f7abad615
I haven't specifically checked it, but I'm fairly sure that they can be.  The change is in the gamesys, not the levels themselves.

6740f7abad95aZylonBane

6740f7abad9a4
Oh crap, wait. The texture names in stripped levels can't be changed either, can they?

6740f7abada62Nameless Voice

6740f7abadaab
As far as I understand it, Telliamed has a tool that will let you change the texture names - even in a stripped mission - but you can't change the texture size without portalising (which you can't do in a stripped mission).

Changing the animation rate ought to work fine in a stripped mission, though, since you don't have to change the surfaces at all.

6740f7abadb63ZylonBane

6740f7abadbae
My concern is that if I provide replacement high-framerate textures for the stripped missions, they'll have to override the original tech textures, which is a bit more all-or-nothing than I'm comfortable with.

Eh, I suppose the worst case is that overlooked screens will end up animating more slowly than they should.

6740f7abadca8ZylonBane

6740f7abadcf3
I think I may have gone overboard trying to enhance this one. Screw it, after staring at it for almost two days I don't care anymore...

Image: http://img357.imageshack.us/img357/4121/p0029xwp6.gif

God knows what I'm going to do with the one that's literally nothing but a grid of shifting orange dots. Suggestions?

6740f7abaddbeNameless Voice

6740f7abade07
Maybe it's not worth bothering with?

As far as I can tell, it's only used once in the entire game, behind some eggs in the room under the QBRM on Command2 (near the escape pods).

6740f7abadea3ZylonBane

6740f7abadef4
It's at least also used in the Rickenbacker bridge, on the big round table/screen thing.

6740f7abae037ZylonBane

6740f7abae086
Okay, I need someone to perform a little stress-test experiment. I've heard that Dark may have some kind of limit regarding the size of animated texture sequences. I'd like to make sure I'm not wasting my time creating animations that can't be used.

Here's a test FAM containing a single 20-frame, 256x256 animation. Should use a 50ms frame rate.
http://home.att.net/~clay.h/techtest.zip

Who wants to see if they can get this working in-game, at the correct scale and speed?

6740f7abae1b1ThiefsieFool

6740f7abae1ff
Well it works in the game technically, but there's definitely too much stress. It starts loading frames after the tenth as individual textures,  not part of the animation, both in the gamesys and in the palette, you're not supposed to actually use those textures or try to edit their animation rates, only edit the animation rate and texture brushes of/with the very first texture entry that controls the whole animation.
I imagine this could also put too much pressure on the max-textures-per-mission limit.
Probably a good idea to lower framecounts for something that's good at around 100/125ms.

[attachment deleted by admin]

6740f7abae2b3ZylonBane

6740f7abae2ff
So you had to individually set the animation rates for the 11th-20th textures to get it to look right in-game?

6740f7abae3bcThiefsieFool

6740f7abae405
Nope, just the very first entry that isn't a separate frame. It's all nothing more than an odd way of storing the additional frames, you don't touch the extra frames in any way.
Though someone else should probably check it out too because i'm getting the same thing with the water texture family (and i THINK that's not supposed to happen)

6740f7abae4d3Nameless Voice

6740f7abae51d
Same thing happens for me, in both ShockEd and DromEd.  Also, closing the editor after having that family loaded will cause a crash.

6740f7abae5b9ZylonBane

6740f7abae601
Bummer. Okay, no 20-frame 256x256 animations. Fortunately, that animation was just a test. Everything else I've created so far maxes out at 8 frames.

6740f7abae6adThiefsieFool

6740f7abae6f7
That's around double the usual frame count which means a delay of 125ms right? Which means I wouldn't have to change the rate at all :wtfu:

6740f7abae77aZylonBane

6740f7abae7c2
Default animation rate is 200ms.

6740f7abae850ThiefsieFool

6740f7abae897
Huh, coulda swore the default was 250 like that hardcoded limit, guess it's 100ms for the new rate then.

6740f7abae921ZylonBane

6740f7abae969
Wait, d'oh, you're right. I just checked it out in DromEd. Default rate is indeed 250.

6740f7abae9f5ThiefsieFool

6740f7abaea3e
Yeah, but AnimatingScreenTex has it set to 200, and most if not all tech textures inherit from that.

6740f7abaeacaZylonBane

6740f7abaeb12
Yay, I'm not totally losing my mind!
5 Guests are here.
"In France, I'm an auteur; in Germany, a filmmaker; in Britain; a genre film director; and, in the USA, a bum."- John Carpenter
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6740f7abaf6fe