Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Krackers87 on November 16, 2003, 10:44:19 pm
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Yes you heard it, im porting Homeworld 2's animations (muzzle flash, explosions) to FS2!
[glow=Red]!NOTE![/glow][/B]
The max speed the .gifs can go at is 10 Frames per second, because the maker sucks. Its free. The .ani's are faster. Also check back frequently because im constantly porting more stuff.
1 Red quick muzzle flash (http://hades-combine.com/mods/hwports/Red%20Muzzle.zip)
(http://hades-combine.com/mods/hwports/Redmuzzle.gif)
2 Blue slower muzzle flash (http://hades-combine.com/mods/hwports/Blue%20Muzzle.zip)
(http://hades-combine.com/mods/hwports/Blue%20muzzle.gif)
3 Weapon hit
(http://hades-combine.com/mods/hwports/Bullet%20hit.gif)
http://hades-combine.com/mods/hwports/Bullet%20Hit.zip
Im also tryin to get ScP guys to code muzzle flash anims if its not already coded so we can use these.
4 Bullet Death (can be used as a flah or bullet death or whatever)
(http://hades-combine.com/mods/hwports/bullet%20Death.gif)
http://hades-combine.com/mods/hwports/Bullet%20Death.zip
5 Circle dis ???
(http://hades-combine.com/mods/hwports/circle%20dis.gif)
http://hades-combine.com/mods/hwports/circle%20dis.zip
6 Outline
(http://hades-combine.com/mods/hwports/outline.gif)
http://hades-combine.com/mods/hwports/outline.zip
7 Sparks
(http://hades-combine.com/mods/hwports/Sparks.gif)
http://hades-combine.com/mods/hwports/Sparks.zip
8 Ion warp
(http://hades-combine.com/mods/hwports/ionwarp.gif)
http://hades-combine.com/mods/hwports/ionwarp.zip
9 KPR beam
(http://hades-combine.com/mods/hwports/KPR%20beam.gif)
http://hades-combine.com/mods/hwports/KPR%20beam.zip
10 Lance beam
(http://hades-combine.com/mods/hwports/lance%20beam.gif)
http://hades-combine.com/mods/hwports/lance%20beam.zip
CONTINUED (http://www.hard-light.net/forums/index.php/topic,18974.msg368709.html#msg368709)
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The third one makes a cool shield hit ani. Try it.
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Nice work. One thing I really liked about Homeworld is the huge (and great) muzzle flashes. If you're going to be getting those into FS2, I suggest using the 2nd one, but make the anim play a bit faster. Another thing that would be nice, though I don't really know how you would accomplish this without starting from scratch, is to creat a white glow in the centre of the flash, with a colour surrouinding it, kind of like the engine trails or beam effects. This would give it the "powerful" effect.
Looking forward to future developments.
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It would be nice if we can add these, but I think you are right, I believe it would require a code change. Perhaps the SCP guys can rewrite that part of the code so that you can change flashes for different weapons the same way you change or add trails.
I have a ton of weapons on the board that could benefit from such.
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there is a hit effect I have been thinking about that could use that bullet death one
ok so how's this, you are given two bitmaps, one would render like a beam the other like a bitmap (thrusters, glowpoints, fireballs) each one you give a life time to (negateing the frame rate, and makeing each animation more versitile)
the only thing that I'm not sure how to handel is multable flashes going off at the same time (you fire again while a flash is already in progress) I supose I could just set up a max of say... ten flashes to go off at the same time
anyway were not alowed to implement anything new untill after the next relese
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!NOTE!
Te max speed the .gifs can go at is 10 Frames per second, because the maker sucks. Its free.
The .ani's are faster
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Ok. heres something I cooked up in PS and IMage Ready
this is kind of what I was reffering to:
(http://www.acs.mcfack0.com/images/Blue%2520muzzle.gif)
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yeah I know, the thing with framerates and life time is more so you can use one flash animation for ten diferent weapons some being very fast others very slow
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How about just playing a .ani animation, with a set size and set distance away from each gunport. The framerates would be decided by whatever is in the .ani information. This way, you don't start a new animation until the previous one has finished, so you only have one playing at a time. I'm not a programer but this may easy the coding a bit, since you don't have to worry about multiple animations or life lenghts etc.
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wha...?
there is no 'play_ani()' function, you have to figure out wich frame your on then add that to the bitmap index, then set that to the current texture, then do your drawing,
it's actualy easier to code if you give it a specifyed life time, and more versitile
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Ok, without getting into the poisitioning etc, since I dont know that stuff:
- The muzzle flash code plays the corresoping ani file
- The next loop is not started until the previous one has finished. Even if the player is firing like crazy, there is only one animation playing at a time. Modders would get around this by simply making the ani length whatever the refire rate is. So therefore, even if you're firing at full speed, it looks right. This would be different for every weapon, so a seperate ani file would be used for each weapon.
__
Another idea is to have the animation stoo whever a new one is supposed to start (say I fire a shot before the intended end of the ani) and the new one start. So just cut the animation whenever a new shot is registered, and play it from the beggining.
Hope thats a little clearer, though I might have just confused you more.
edit: ok, I get it. I just assumed there is a play_ani fuction, didn't know there wasn't.
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Duuuude, nice one. Those look great. :)
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if you stop the earlier animation it will just keep playing the first few frames over and over again, would not look good
the first one would just not look right, you have a muzle flash to denote how violently powerful you weapon is, but it doesn't even disrupt the gasses emited by the shot prior, let alone make it's owncloud of doom, that would look even worse
and why do you want to use a diferent ani for each weapon, when you could use the same one for a bunch of diferent weapons but just tell it to play it acros half a second her one and a half seconds here, is also a lot easier than haveing to recompile an ani if you want to make it just a teeny bit faster or slower
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:) those are nice:yes:
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OK - this really really need s to get implemented at some point :nod::nod::nod:
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Ok, I don't mean to sound harsh or anything but besides the explosion and maybe the bullet death those things can be done in PSP/AnimShop and then converted to .anis way better then those.
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...go ahead and make some then.
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Note:
The KPR, Vaygr and lance beam are meant to be played backwards. I just thought they looked better this way.
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Originally posted by Bobboau
if you stop the earlier animation it will just keep playing the first few frames over and over again, would not look good
the first one would just not look right, you have a muzle flash to denote how violently powerful you weapon is, but it doesn't even disrupt the gasses emited by the shot prior, let alone make it's owncloud of doom, that would look even worse
Well I don't really see a problem here, as very powerful weapons shouldn't fire that fast at all because of balancing issues and asthetics, and fast firing weapons would probably expell their gasses or whatever at such high velocities, that there will only be a short flash visible for 1 or 2 frames, for those short ones you wouldn't even need a sequence just a single bitmap.
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11 Zero G Exp 1 (http://hades-combine.com/mods/hwports/Zero%20G%20exp1.zip)
(http://hades-combine.com/mods/hwports/Zero%20G%20exp1.gif)
12 Vaygr Beam (http://hades-combine.com/mods/hwports/Vaygr%20beam.zip)
(http://hades-combine.com/mods/hwports/Vaygr%20beam.gif)
Zero G exp2 (http://hades-combine.com/mods/hwports/Zero%20G%20exp2.zip)
(http://hades-combine.com/mods/hwports/Zero%20G%20exp2.gif)
Zero G exp3 (http://hades-combine.com/mods/hwports/Zero%20G%20exp3.zip)
(http://hades-combine.com/mods/hwports/Zero%20G%20exp3.gif)
Zero G exp4 (http://hades-combine.com/mods/hwports/Zero%20G%20exp4.zip)
(http://hades-combine.com/mods/hwports/Zero%20G%20exp4.gif)
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Originally posted by Rictor
Ok. heres something I cooked up in PS and IMage Ready
this is kind of what I was reffering to:
(http://www.acs.mcfack0.com/images/Blue%2520muzzle.gif)
Image Ready does animation?
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Indeed it does. Just open up the "Animation" window, and you're off. It works even better in tandem with Photoshop, if you have both.
Updated muzzle flash:
(http://www.acs.mcfack0.com/images/Blue%2520muzzle122.gif)
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Originally posted by Vilkacis
Well I don't really see a problem here, as very powerful weapons shouldn't fire that fast at all because of balancing issues and asthetics, and fast firing weapons would probably expell their gasses or whatever at such high velocities, that there will only be a short flash visible for 1 or 2 frames, for those short ones you wouldn't even need a sequence just a single bitmap.
A game? Ohh yes, FreeSpace is a game. Relax. ;)