Author Topic: MjnMixael's HD Mainhalls (Released)  (Read 8833 times)

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Re: MjnMixael's HD Mainhalls (Released)
Well, sounds like it's a good time for me to chime in, too. For the record, I wasn't active on Discord when the discussion regarding these ensued but I had the opportunity to read up on the message history, and personally I didn't have any impression that the person in question was planning to release a separate version of the mainhalls. It seemed to me more like they were perfectly willing to submit these to you, or at most replace them in their own mod in order to make them work correctly.

I think this is just a misunderstanding. Although maybe it would give birth to some minor improvement here or there.
Man has nothing only when he lacks the will.

 
Re: MjnMixael's HD Mainhalls (Released)
I was just informed that someone is trying to covert these to apngs for an updated version. I request they don't. I don't want multiple versions of my work floating around.

Hey MJN, I'm the one working on apng-ifying the mainhalls mod. I want to clear up any confusion about what I'm trying to accomplish and how I'm going about it, and also to apologize for not getting in touch with you directly.

My policy is to always attempt to contact the current maintainers of a mod before doing anything at all. I believe there are several prominent members of the community that can attest to this. When I came to this community I came expecting a parlor approach to modding. I've since been informed that this community prefers a cathedral approach. Even knowing this I still feel a need to seek approval when doing anything with someone else' mod. I didn't contact you because I was under the mistaken impression that you had left this community and FS modding behind entirely and thus wouldn't be contactable. Additionally, I believed that FSU had taken over maintenance of the mainhalls mod. For this mistake I apologize.

To be absolutely clear, I have no intention what so ever of releasing the apng-ified version of mainhalls as a new mod and never have. My intention was to do the work of converting it and provide the results to the FSU team with a request to consider implementing it in the original mod. Again, I was under the impression that they were the current maintainers of the mod. This approach of doing the work, proving the idea, and then showing it to the maintainers was recently suggested to me by long-time members of the community. It was actually a course I had considered previously and discarded because I didn't want to seem pushy about it. It was only after it was actively suggested that I take this approach that I began work yesterday evening.

Now I'd like to share my results so far. I've successfully converted all but 2 animations. This has already brought the file count down from over 30k to ~750. It has also reduced the size of the mod from 5.6 GB to 2.9 GB. Some of the animations were reduced to 0.5% of their original size... yes, one half of one percent... and from as many as 900 files to 1 file. And, if I can solve the problems with the remaining two animations, the results should be even better. The in-game results (all animations shown are apng)?


Again, nothing is being published by me. For now it's a proof of concept only.
« Last Edit: April 23, 2021, 04:55:06 pm by jadeddragoon »

 

Offline mjn.mixael

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Re: MjnMixael's HD Mainhalls (Released)
I'm aware of the file limit issue as well as the large download size. I was working on an APNG conversion back in January and just haven't really wanted to return to it.

As I recall there is a major issue with how the engine handles APNGs as misc anims in a group. Instead of stopping the previously played animation, it continues to loop indefinitely. What this ends up looking like in some cases is that the top layered animation in the group becomes the only one the players sees and it's on a non-stop loop. It doesn't even respect the timing options set in the tbl. In other cases, like the nebula version of Aquitaine, all of the partially transparent lightning effects will be playing at once after a few seconds. You can see this in the video above during the Aquitaine portion where the Hercs fly past the window multiple times in a row. That shouldn't happen... at least not that quickly.

I can't recall if I filed an issue with SCP or not. I discovered this right about the time I stopped working on HLP projects in general. But until that's fixed, there's no point in an APNG conversion. The doors will work fine as APNG, but they are only 30 frames each, so at best you're saving yourself a few hundred files across the entire set. It's the misc animations where the conversion is mostly needed.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes - MjnMixael's Render Boutique
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 
Re: MjnMixael's HD Mainhalls (Released)
I've finished converting the anims. And there is now a pull request for a potential fix to the issue with misc animation groups and apngs (courtesy of lafiel).

I did notice that two animations seemed to have "extra" frames... 2_soy-m1-a and 2_soy-m1-d. In both cases there were more pngs than frames specified in the eff files and all the frames greater than configured in the eff were of a different resolution, ratio, and alignment. Left over files from an earlier version?

 

Offline mjn.mixael

  • Cutscene Master
  • 212
  • I release things
    • Steam
    • Twitter
    • Mix-Hai Productions
Re: MjnMixael's HD Mainhalls (Released)
I've finished converting the anims. And there is now a pull request for a potential fix to the issue with misc animation groups and apngs (courtesy of lafiel).

I did notice that two animations seemed to have "extra" frames... 2_soy-m1-a and 2_soy-m1-d. In both cases there were more pngs than frames specified in the eff files and all the frames greater than configured in the eff were of a different resolution, ratio, and alignment. Left over files from an earlier version?

Probably.

I could have saved you likely hours of work though. I have at least half of the halls converted from back in January and I have a script that will do the rest straight from my source files using the settings I prefer.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes - MjnMixael's Render Boutique
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

  
Re: MjnMixael's HD Mainhalls (Released)
Probably.

I could have saved you likely hours of work though. I have at least half of the halls converted from back in January and I have a script that will do the rest straight from my source files using the settings I prefer.

I actually wrote a simple bash script to do it. Simple enough the extra frames for those two anims made it choke till I figured out what the deal with them was and removed them. But if you'd be willing to give me your script or let me know what settings you would prefer I can re-convert them fairly easily. Or, if you'd like to just handle all this yourself that's fine too. The only thing is that I kinda need it done to finish my blueplanet complete modpack. I can understand not wanting to deal with something atm and I'm willing to do whatever is needed.

Code: [Select]
#!/bin/bash

declare -A anims

for f in ~/interface/*.eff; do
while read c; do
if [[ $c =~ \$FPS\:\ *([0-9]*) ]]; then
name=$(basename $f)
anims[${name%.*}]=${BASH_REMATCH[1]}
break
fi
done < $f
done

for i in "${!anims[@]}"
do
echo 'name: '$i
echo 'fps : '${anims[${i}]}
echo
 
/d/Apps/Portable/apngasm/apngasm64.exe ~/newinterface/${i}.png ~/interface/${i}_'*'.png 1 ${anims[${i}]}
done
« Last Edit: April 24, 2021, 02:15:51 pm by jadeddragoon »