Home » MODDING HQ 1.13 » v1.13 General Development Talk » Clarifications regarding to new anims
Clarifications regarding to new anims[message #351018] Mon, 18 September 2017 22:24 Go to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
In a rare streak of luck, we now actually have found somebody in Discord who is willing to do animations. taro has set used his Photoshop/Blender tools to create new animations.

Tiny, no-good, quickly made insertion of new images (bayonet stab animation) into another animation in order to see how it looks:

Yes, hair colour is off, but this can likely be fixed.

Now, before all of you decide to post completly unreasonable and outlandish requests for animations that cannot even be coded, important stuff.

1. This leads to a lot of pictures. Adding 160+ pics to a sti file by hand is kinda tedious, do we have anything that can automate that? Tox editor perhaps?
1.b Does this method somehow include a way to add the offsets to the animations? We need those too, and adding those by hand is also not fun.
2a. When I create a new animation in the STI editor, I cannot set keyframes. Animations need keyframes, so we cannot create animations this way. Is there a way around that?
2b. If 2a cannot be solved, we can replace frames in an existing animation... but we cannot delete frames in there. Any solution to that?
3. Assuming we find suitable solutions for 1. and 2., is there anybody willing to do the work of creating sti anmations?

No, this is not the place to post what animations you want.

[Updated on: Mon, 18 September 2017 22:26]




Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Clarifications regarding to new anims[message #351019 is a reply to message #351018] Mon, 18 September 2017 22:28 Go to previous messageGo to next message
Shanga

 
Messages:3536
Registered:January 2000
Location: Danubia
STI editor doesnt work with animations because of point 2a. Unless someone made a more advanced version of it. Tox's tool should be the obvious solution.


Re: Clarifications regarding to new anims[message #351020 is a reply to message #351019] Mon, 18 September 2017 22:30 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
Well, but does anybody actually know that, or did we all just gratulate Tox on his effort and never use his tool angel ?



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Clarifications regarding to new anims[message #351024 is a reply to message #351018] Mon, 18 September 2017 22:57 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
Flugente wrote on Tue, 19 September 2017 00:24

1. This leads to a lot of pictures. Adding 160+ pics to a sti file by hand is kinda tedious, do we have anything that can automate that? Tox editor perhaps?
1.b Does this method somehow include a way to add the offsets to the animations? We need those too, and adding those by hand is also not fun.
2a. When I create a new animation in the STI editor, I cannot set keyframes. Animations need keyframes, so we cannot create animations this way. Is there a way around that?
2b. If 2a cannot be solved, we can replace frames in an existing animation... but we cannot delete frames in there. Any solution to that?
3. Assuming we find suitable solutions for 1. and 2., is there anybody willing to do the work of creating sti anmations?


StiToGif utility allows quick conversion between gif and sti with possiblity to set offsets defined in a provided file.
https://github.com/egorovav/Ja2Project/releases/download/StiToGif3.0.3/StiToGif303.zip

DotNetStiEditor can be used to modify sti, set offsets etc.
https://github.com/egorovav/Ja2Project/releases/download/DotNetStiEditor1.0.4/DotNetStiEditor104.zip

sticom.exe utility can be used for batch conversion and creation of sti files with offsets and keyframes:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=18150&goto=277580&
I used this utility to make sti animations for new tanks and other vehicles, for example, command
sticom.exe new -o "sti\example.sti"  -i "extract\0-%%d.bmp%" -r 0-XX -p "import.act" --offset (OFFSET_X,OFFSET_Y) -k "0x04 0x00 0x00 0x00" 

can be used to create example.sti animation file from bmp frames with offsets and keyframes.
Option
-k "0x08 0x00 0x00 0x00 0x00 0x00 0x00 0x00" -F 

allows to add keyframe every 8 frames.
More information is here (it's in Russian but can be easily auto translated).
Example script for making sti can be found here:
https://www.dropbox.com/s/0n9wjqe85yl94sm/make_script.7z?dl=0
This utility can be also used to make a set of BMPs from sti, modify them in external editor and then make sti back from those modified BMPs keeping original offset and keyframe information.



Stable 7609+fix (24.10.2017)
Stable 7609+AI (r533 24.10.2017)
Improved weapon sounds, Ambient sounds, LoadScreenHints for Ja2+AI
Youtube channel
Win8+ fix


Re: Clarifications regarding to new anims[message #351028 is a reply to message #351024] Tue, 19 September 2017 01:24 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
Hu. I'm not going to check that out fully this evening, but that seems extremely useful. Thank you!

As nobody in Discord knew of this, I guess we can say that as usual, we have a knowledge preservation deficit.

Which actually makes me wonder - given the amount of neat stuff 'you russians' have in there that that, umm, we non-russians don't know, did you perhaps add some useful features/solve longstanding bugs without us knowing? WHAT ELSE ARE YOU HIDING??? happy

[Updated on: Tue, 19 September 2017 01:28]




Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Clarifications regarding to new anims[message #351030 is a reply to message #351028] Tue, 19 September 2017 04:06 Go to previous message
Hawkeye

 
Messages:1671
Registered:October 2005
Location: Australia
Good to hear someone is on the case.

I don't know if it's been missing from the vanilla days, or one of my installs was missing animations, but I noted recently there is no talk into walkie-talkie anim when a soldier is standing in water. Basically the game plays the standard talking anim without being knee deep in water and the frames jump a couple of foot upward.


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