6740f8e9d90f3

6740f8e9da61f
4 Guests are here.
 

Topic: SS2 "tech" texture families
Page: « 1 [2] 3 »
Read 18338 times  

6740f8e9dac1bZylonBane

6740f8e9dac89
That reminds me, would there be any value to including high-framerate but original-resolution animations for use in the stripped levels?

6740f8e9dad9eNameless Voice

6740f8e9dadf2
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...

6740f8e9daeaaZylonBane

6740f8e9daf06
True enough. I just want to verify that animation rates can still be adjusted in stripped levels, even if the texture scales cannot.

6740f8e9dafa7Nameless Voice

6740f8e9daff3
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.

6740f8e9db396ZylonBane

6740f8e9db3ed
Oh crap, wait. The texture names in stripped levels can't be changed either, can they?

6740f8e9db4b7Nameless Voice

6740f8e9db507
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.

6740f8e9db5cfZylonBane

6740f8e9db61b
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.

6740f8e9db711ZylonBane

6740f8e9db75a
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?

6740f8e9db81cNameless Voice

6740f8e9db868
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).

6740f8e9db8faZylonBane

6740f8e9db943
It's at least also used in the Rickenbacker bridge, on the big round table/screen thing.

6740f8e9dba6dZylonBane

6740f8e9dbab7
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?

6740f8e9dbbbfThiefsieFool

6740f8e9dbc27
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]

6740f8e9dbcf8ZylonBane

6740f8e9dbd44
So you had to individually set the animation rates for the 11th-20th textures to get it to look right in-game?

6740f8e9dbe2eThiefsieFool

6740f8e9dbe83
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)

6740f8e9dbf36Nameless Voice

6740f8e9dbf84
Same thing happens for me, in both ShockEd and DromEd.  Also, closing the editor after having that family loaded will cause a crash.

6740f8e9dc021ZylonBane

6740f8e9dc06b
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.

6740f8e9dc124ThiefsieFool

6740f8e9dc173
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:

6740f8e9dc200ZylonBane

6740f8e9dc303
Default animation rate is 200ms.

6740f8e9dc3c1ThiefsieFool

6740f8e9dc40d
Huh, coulda swore the default was 250 like that hardcoded limit, guess it's 100ms for the new rate then.

6740f8e9dc4bfZylonBane

6740f8e9dc520
Wait, d'oh, you're right. I just checked it out in DromEd. Default rate is indeed 250.

6740f8e9dc5ceThiefsieFool

6740f8e9dc619
Yeah, but AnimatingScreenTex has it set to 200, and most if not all tech textures inherit from that.

6740f8e9dc6a6ZylonBane

6740f8e9dc6ff
Yay, I'm not totally losing my mind!
4 Guests are here.
Is Molly still alive? https://www.youtube.com/watch?v=XFGAQrEUaeU
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6740f8e9dd18f