Author Topic: Weapon loadout ani problem  (Read 1358 times)

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Offline Spoon

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Weapon loadout ani problem
Short version: No matter what I try, I can't get anything to show up in the weapon loadout selection screen.
Long version: I'm trying to make my own .ani for the weapon loadout screen. I've tried several methods like creating a 332x304 index .pcx and building it into a .ani with anibuilder (tried all advanced settings there) and also tried .eff files with .png.
I placed the file in data\interface and told the weapons.tbl with $Anim: filename where to find it.
But i'm getting a blank everytime (and debug says nothing). However when I rename the file to say, kayser.ani and change the entry in weapons.tbl to that too. The normal kayser.ani shows up in game. 

This is driving me nuts, someone please show me how its done.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Black Wolf

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Re: Weapon loadout ani problem
Works fine for me. I've attached an old ani - it's pretty crappy, but I know for a fact that it works. If you're still on struggle street then it's a tabling problem or you're making them wrong. First question - you said you made a pcx file into an ani - did you use more than one pcx file to make the ani? And set a keyframe properly in anibuilder? If not, try that.

[attachment deleted by admin]
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

 

Offline Spoon

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Re: Weapon loadout ani problem
I've tried with 1 frame, I've tried with 3 frames. I've set them to be all keyframes and I've tried the other options.
I'm using photoshop, any clues on what index mode settings it should be set? Do they require a special palette like hud ani's?
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Black Wolf

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  • Hey! You! Get off-a my cloud!
    • Visit the TI homepage!
Re: Weapon loadout ani problem
They don't require a special palette. Firt off, did my one work? If not, then we know it's either some kind of consistent table error or something really weird is going on. If it did work, then you're making your ani wrong, but I don't see how. The correct setting is labeled "Ship/weapon animation", and you should be prompted for a loop point. Make sure you have at least two frames, make the second one the loop point, and follow the basic rules (resolution and 256 colour pcx) and you'll be golden.

Can you upload the image you're trying to use?
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

  

Offline Spoon

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Re: Weapon loadout ani problem
Tantalus didn't showed up either.
Its almost as if FSO skips reading the data\interface folder completely and only checks in the mediavp's instead.

Here's the weapon's table entry.
Code: [Select]
$Name:                                  @VX-02a
$Model File: none
@Laser Bitmap: newglo9
@Laser Glow:    2_laserglow03
@Laser Color:    110, 28, 186
@Laser Color2:    110, 28, 186
@Laser Length: 40.0
@Laser Head Radius: 1.1
@Laser Tail Radius: 0.70

$Mass:                                 0.2
$Velocity:                             700.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                            0.45                            ;; in seconds
$Damage:                               50
$Damage Type:           Energy
$Armor Factor: 1.0
$Shield Factor: 0.8
$Subsystem Factor: 0.35
$Lifetime:                             1.15
$Energy Consumed: 1.50                            ;; Energy used when fired
$Cargo Size: 0.0                             ;; Amount of space taken up in weapon cargo
$Homing:                               NO

$LaunchSnd:                            77                              ;; The sound it makes when fired
$ImpactSnd:                            87                              ;; The sound it makes when it hits something
$Flags:                                ( "player allowed"  "Cycle")
$Icon:                                 iconPromR
$Anim:                                 Tantalus
$Impact Explosion: none
So I'm guessing my own ani is correct then but something else is preventing it from showing up.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them