Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: DaBrain on June 20, 2004, 10:10:11 am
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Due to size 32-Bit ANIs might become a problem, so how about trying something else?
The problem is the limitation in colors.
I think it would be less of a problem, if every frame could have its own color palette.
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Wouldn't that be more of an issue for the ani compiling tool? I may be wrong... But does the aniplayer really care if the palettes are the same?
*is probably wrong*
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Thats true, we would need a new/changed compiling tool. But the game is also limited to one palette for one ani.
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we need to replace ani with avi, and that's it.
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Somehow I doubt that avi would work. (I don't know though)
It would require much more code changes.
The black in the frames gets invisible. And 50% black parts get 50% visible.
But that won't work with avi files.
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it would. Its just a matter of rendering things.
What you mean is effect ANIs which are simply alpha blended as opposed to for example interface ANIs that are rendered opaque.
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i would like to have a gif -> ani converter, or better yet flat out animated gif support, that way i can use image ready (ya know that program tat comes with photoshop that noone uses) to create gif animations, they generate the pallete automatically, based on all the frames. i think we should use a 12 bit pallette, which would give us a 4096 color pallette. and gif allows you to set custom pallette sizes.
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GIF is patented:mad:
money grubbing bastards, go rot in hell!
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i liek PNG.
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MNG =)
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f****** patent office :D
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What about Bink?
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Originally posted by Nuke
i would like to have a gif -> ani converter, or better yet flat out animated gif support, that way i can use image ready (ya know that program tat comes with photoshop that noone uses) to create gif animations, they generate the pallete automatically, based on all the frames. i think we should use a 12 bit pallette, which would give us a 4096 color pallette. and gif allows you to set custom pallette sizes.
I don't know much about Image ready, but wouldn't you be able to save the pallete and then apply it to the first image anyway?
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You know, with RT's DDS code, I suppose you could compress the current ANI's frame by frame on loadup, which would save current memory, and possibly it would leave the door open for DDS-based animations? Though this 'might' cause problems with some of the more gradient dependent animations, but you would still get more flexibility in animations than you currently can.
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Originally posted by Liberator
GIF is patented:mad:
money grubbing bastards, go rot in hell!
The GIF patent has expired. It's a free format now.
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Musta missed that one, this is good news. Gif can be smaller than most formats.
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I still liek PNG. It's like a TGA-quality image with the size of a JPG, at least for screenshots & comics.
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gif is good because its really customizeable, but its still a palletized image format. i think that a byte and a nibble pallette (12 bit) would quadruple image quality without making too much of a framerate hit. im more concerned with outputing large video formats to ani without having to save hundreds of frames individually. thats why i still dont make large animations for the interface.