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Re: How to animate own sprites[message #155595]
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Mon, 03 September 2007 18:06 
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the scorpion |
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Messages:1833
Registered:September 2004 Location: CH |
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looks good stupid drunkard, but watch out for your palette and the using-black-problem
i think you should use a palette from a different animation, a palette that has colors immediately following the first (transparent) color (not immediately followed by the black placeholders). for example mc_dblsh has a set of yellows following the transparent background color, it's safer to work with this to prevent black from turning to bright yellow in game.
the color fu*k-up is a problem that usually happens when you've worked a lot in sti-edit or scrolled about for a long time etc. it doesn't corrupt your file. as soon as you notice it, save the animation, close it, reopen it and re-insert the corrupted bitmap. only the frame(s) you looked at would be corrupted after you save. so no scrolling after the color screw up happens, just saving to save any changes and re-inserting the screwed up bitmap and saving again will fix it.
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Sergeant Major
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Re: How to animate own sprites[message #155600]
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Mon, 03 September 2007 19:54 
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the scorpion |
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Messages:1833
Registered:September 2004 Location: CH |
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BurenLooks nice, stupid_drunkard! Keep it up! I personally want to see something like this.
so do i.
sent you a PM about this, s_d
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Sergeant Major
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Re: How to animate own sprites[message #155605]
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Mon, 03 September 2007 22:08 
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Stupid_Drunkard |
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Messages:31
Registered:June 2007 |
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Allright, I've edited 27 frames of a 175 on the M_R_SWAT, I'm a slow worker, but I'm getting there.
And now I've cleaned them up, as good as I can, the work now in the beginning is rather slow as I havent really gotten into it yet.
[Updated on: Tue, 04 September 2007 00:56] by Moderator Report message to a moderator
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Private 1st Class
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Re: How to animate own sprites[message #155953]
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Thu, 06 September 2007 12:24 
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the scorpion |
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Messages:1833
Registered:September 2004 Location: CH |
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glad to hear. just a short question, you started with M_R_Swat?
can you maybe give me a short explanation of how many animations you're planning to tackle and in what order? just curious...
thx
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Sergeant Major
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Re: How to animate own sprites[message #156001]
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Thu, 06 September 2007 22:55 
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the scorpion |
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Messages:1833
Registered:September 2004 Location: CH |
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hehe. same here. always when testing new anims, you'll hit on other ones you'd need to do... then browsing for them in the .slf, you'll find a couple of others... never ending cycle.
but from your comments i derive you plan to do ALL the animations that display a long gun and make it an Ak? that would totally rock.
But i would suggest, to be prepared for the unfortunate case of burning out or losing momentum, to start with the "most important" animations, say those that focus the most on the gun itself. the R_swat thing where the character sticks up the gun over his head can surely be considered one of them. the R_run that you showed in the screenshot earlier in this thread as well. i'd also say the firing animations (particuliarly standing, as there, the gun is usually best visible) and the brth animations with the long gun are key animations. after those, you might be able to copy-paste a lot.
attachments will be tricky, as they're so small. You could even show a small red line for laser sights (although i was told that it's unrealistic)emerging from the attachment.
keep it up, i'm looking forward to this
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Sergeant Major
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Re: How to animate own sprites[message #158180]
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Wed, 19 September 2007 14:37 
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Stupid_Drunkard |
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Messages:31
Registered:June 2007 |
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I'm all better now! Jesus christ, I've taken alot of time on me on this, I need to speed up!
Anyways, I'm soon done with swat anim, you guys will have to check it out and tell me what needs to be improved.
And considering the posts above, if Im supposed to work something like that out, sheesh, my programming knowledge is minimal, hell, even unpacking the SLF files is stretching it 
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Private 1st Class
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Re: How to animate own sprites[message #160515]
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Thu, 04 October 2007 21:31 
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the scorpion |
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Messages:1833
Registered:September 2004 Location: CH |
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hehehe
i had this thought as well. i've done one key frame of a lock-and load/ pump shotgun custom animation for my bodytype.
a reload animation would be slightly more challenging and would build up ontop of the lock-and-load animation.
i say both ideas are cool, both ideas that you have are challenging... and promising...
if you do the custom reloading animation, maybe get in touch with a coder to have some specifications though.
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Sergeant Major
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Re: How to animate own sprites[message #160647]
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Fri, 05 October 2007 15:49 
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the scorpion |
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Messages:1833
Registered:September 2004 Location: CH |
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btw i just tested designing a key frame (one side) of a reload animation for AK and i say i took the probably easiest frame (side view)
It is probably quite doable as most of the picture is given by existing animations, the thing that is difficult is drawing the additional movement of the soldiers arm and the magazine being taken out of a pouch (that doesn't exist...)
the LNL thing is rather straightforwad on this view, in other perspectives it's more tricky.
i suggest you take at least 14 frames per view for this (including short lock-and-load) movement.
if you say you seperate reloading and releasing the moving parts/ move the slide on pistols, 10 frames might do for the reload itself (per view)
starting with the pistol might help getting a feeling of how the arm moves during reload. Depending on the persepective, this is quite tricky, but if you have the pistol, less of the arm's movement is blocked and thus you might better see how the arm is supposed to move.
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Sergeant Major
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Re: How to animate own sprites[message #162787]
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Fri, 26 October 2007 19:12
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Stupid_Drunkard |
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Messages:31
Registered:June 2007 |
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With the risk of sounding retarded I still dont know what the whats what with the who.
And also, status update, work has been pretty slow recently, I'm struggeling with alot of other stuff but I try to squeeze in as much animation work as I can.
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Private 1st Class
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