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Object Request, or Help? (General Discussion)
Object Request, or Help? // General DiscussionanduinJul 31, 2002, 4:37am
Hi all,
I'm wondering how I can make special animated Masks. Any of you that have played Soldier of Fortune 2 in Jungle missions and seen the long grass, that is the type of objects I'm trying to get made. I wish for animated grass like that in the game, looks like it's moving very slightly with the wind. The 3d trees they use are 3d objects but the leaves are masks and are animated also to look as if they were moving around slightly. Anyone know how it can be done? Or anyone have those kinds of cool objects already? Thanks ,,,,, (o o) /--------------ooO--(_)--Ooo--------------\ | Anduin (317281) | | o The Gorean Scribe | | o http://www.anduin-lothario.com | | o World: GorSJ (18+ Only) | \--------------ooO-------Ooo--------------/ goober kingJul 31, 2002, 9:44am
As far as I know, you make animated masks the same way you make animated
textures. In fact, if you already have the filmstrip JPG for the texture, you can simply use something like Photoshop to make the black-and-white mask for it. For making filmstrips, you can visit: http://members.tripod.com/dthknight1/filmstrips.html [View Quote] > Hi all, > > I'm wondering how I can make special animated Masks. > Any of you that have played Soldier of Fortune 2 in Jungle missions > and seen the long grass, that is the type of objects I'm trying to get > made. I wish for animated grass like that in the game, looks like it's > moving very slightly with the wind. The 3d trees they use are 3d > objects but the leaves are masks and are animated also to look as if > they were moving around slightly. > > Anyone know how it can be done? Or anyone have those kinds of cool > objects already? > > Thanks > > ,,,,, > (o o) > /--------------ooO--(_)--Ooo--------------\ > | Anduin (317281) | > | o The Gorean Scribe | > | o http://www.anduin-lothario.com | > | o World: GorSJ (18+ Only) | > \--------------ooO-------Ooo--------------/ > -- Goober King Proof that Goobers ARE as dumb as they look robrod at prism.net alphabit phalphaJul 31, 2002, 11:11am
If you need a free program that is excellent for small tasks Irfanview is
the way to go:) To make a 2 bit mask all you do is, 1. Open your graphic. 2. Click on "Image" and drop to "Decrease color depth". 3. Click on "2 color (black/white). 4. Save as jpg. It also does a whole lot more, plus you can download plugins for it that do some nice things to existing graphics. http://www.irfanview.com/ I've been using it for over 5 years now :) Hope this helps! ananasJul 31, 2002, 8:16pm
If you don't have the new version yet, download it !
It has a new feature to create image strips from single images now :) [View Quote] eepJul 31, 2002, 8:27pm
They're not animated masks; they're simply rotating to simulate being blown in the wind. I've done this a lot in old Hole (only running when I'm in AW).
[View Quote] > I'm wondering how I can make special animated Masks. > Any of you that have played Soldier of Fortune 2 in Jungle missions > and seen the long grass, that is the type of objects I'm trying to get > made. I wish for animated grass like that in the game, looks like it's > moving very slightly with the wind. The 3d trees they use are 3d > objects but the leaves are masks and are animated also to look as if > they were moving around slightly. > > Anyone know how it can be done? Or anyone have those kinds of cool > objects already? anduinJul 31, 2002, 10:38pm
In a galaxy far far away, known as general.discussion, an identity
claiming to be known as "eep" <eepNOSPAM at tnlc.com> scribed the following: >They're not animated masks; they're simply rotating to simulate being blown in the wind. I've done this a lot in old Hole (only running when I'm in AW). I meant sprites, had forgotten their true name. You can't rotate sprites as they face you all the time. These ones in the game are animated. So I'm guessing, as has been said already, that I must create a filmstrip of both the texture and the black and white masking... This will be lots of work... I've made a simple mask: http://www.anduin-lothario.com/object_path/models/grass1.zip http://www.anduin-lothario.com/object_path/textures/grass1.jpg http://www.anduin-lothario.com/object_path/textures/grass1m.zip It's grass, but to get that to animate 'smoothly' it would take a big filmstrip, some of the blades would need to be moves slightly for every strip... Would look good though... I'll try and make one, will take time to get perfect though :-/ Thanks anyway all :o) ,,,,, (o o) /--------------ooO--(_)--Ooo--------------\ | Anduin (317281) | | o The Gorean Scribe | | o http://www.anduin-lothario.com | | o World: GorSJ (18+ Only) | \--------------ooO-------Ooo--------------/ anduinAug 1, 2002, 1:00am
In a galaxy far far away, known as general.discussion, an identity
claiming to be known as "eep" <eepNOSPAM at tnlc.com> scribed the following: >They're not animated masks; they're simply rotating to simulate being blown in the wind. I've done this a lot in old Hole (only running when I'm in AW). Hmm, my bad. After looking carefully at the game, they are sprites, but they are rotating. Sprites in AW face you, like in the game, but there's no way of flipping and rotating them at all... Is there some kind of object that can do this? Like a sprite, but can be rotated? Animate panels I looked at, but they don't keep facing you, so it wouldn't look at good if turning around and looking at it from a different angle. Unless 2 of the animate panels were crossed together to form an 'X' and then rotate them slightly. Wouldn't look anywhere near as good though :-/ Ideas? ,,,,, (o o) /--------------ooO--(_)--Ooo--------------\ | Anduin (317281) | | o The Gorean Scribe | | o http://www.anduin-lothario.com | | o World: GorSJ (18+ Only) | \--------------ooO-------Ooo--------------/ ananasAug 1, 2002, 3:26am
Without AxisAlignment in the RWX code any sprite will just
be a masked object that you can rotate. [View Quote] eepAug 1, 2002, 5:00am
So don't make them sprites. Roland screwed up sprites when he implemented axis-aligned polygons in AW3--he didn't allow them to be rotated like they were in AW 2.2 and they no longer oriented to ALL axes. I, of course, immediately bitched to him about this but he just didn't care, as usual...and no one else seemed to care either, unfortunately.
Perhaps more people WILL care--and learn to care IMMEDIATELY when there's more likely something will be changed than wait years later and HOPE it changes. That's why I'm making such a big deal about AW 3.4's field of view (FOV) being so extreme in 1st-person view. It's something like 120 degrees, which is WAY to distorted! Supposedly in the latest beta build it dynamically adjusts relative to the 3D pane width, but I have yet to try it. I'd still like an option to set it to a specific setting, however. 3rd-person view is an odd 68 degrees or something. Most 3D games have the FOV at 90 degrees--and it works. Why AW has to be different is beyond me. Anyway, you have to bitch as much as possible during the beta or things most likely won't be changed for years later, if ever. Unfortunately, I've been the one doing most of the bitching over the years so Roland and AWC/AWI have gotten sick of me. It's not easy being the sole fighter for AW citizen "rights" but I guess someone's gotta do it. Surely more people care enough about AW to be a part of keeping it from getting even more annoying and frustrating to use... [View Quote] > In a galaxy far far away, known as general.discussion, an identity > claiming to be known as "eep" <eepNOSPAM at tnlc.com> scribed the > following: > > I meant sprites, had forgotten their true name. You can't rotate > sprites as they face you all the time. These ones in the game are > animated. So I'm guessing, as has been said already, that I must > create a filmstrip of both the texture and the black and white > masking... This will be lots of work... I've made a simple mask: > http://www.anduin-lothario.com/object_path/models/grass1.zip > http://www.anduin-lothario.com/object_path/textures/grass1.jpg > http://www.anduin-lothario.com/object_path/textures/grass1m.zip > > It's grass, but to get that to animate 'smoothly' it would take a big > filmstrip, some of the blades would need to be moves slightly for > every strip... Would look good though... I'll try and make one, will > take time to get perfect though :-/ > > Thanks anyway all :o) eepAug 1, 2002, 5:08am
Why do they have to be sprites anyway? Sprites aren't realistic. Just make a more detailed plant/bush/weed and rotate that.
[View Quote] > In a galaxy far far away, known as general.discussion, an identity > claiming to be known as "eep" <eepNOSPAM at tnlc.com> scribed the > following: > > Hmm, my bad. After looking carefully at the game, they are sprites, > but they are rotating. Sprites in AW face you, like in the game, but > there's no way of flipping and rotating them at all... Is there some > kind of object that can do this? Like a sprite, but can be rotated? > Animate panels I looked at, but they don't keep facing you, so it > wouldn't look at good if turning around and looking at it from a > different angle. Unless 2 of the animate panels were crossed together > to form an 'X' and then rotate them slightly. Wouldn't look anywhere > near as good though :-/ > > Ideas? goober kingAug 1, 2002, 9:42am
Perhaps it would help if more people were on the beta rather than the
same 10 people every time. :P And, in a purely Eep moment, don't cross-post to beta, as most of us aren't allowed to post there. :P [View Quote] > So don't make them sprites. Roland screwed up sprites when he implemented axis-aligned polygons in AW3--he didn't allow them to be rotated like they were in AW 2.2 and they no longer oriented to ALL axes. I, of course, immediately bitched to him about this but he just didn't care, as usual...and no one else seemed to care either, unfortunately. > > Perhaps more people WILL care--and learn to care IMMEDIATELY when there's more likely something will be changed than wait years later and HOPE it changes. That's why I'm making such a big deal about AW 3.4's field of view (FOV) being so extreme in 1st-person view. It's something like 120 degrees, which is WAY to distorted! Supposedly in the latest beta build it dynamically adjusts relative to the 3D pane width, but I have yet to try it. I'd still like an option to set it to a specific setting, however. 3rd-person view is an odd 68 degrees or something. Most 3D games have the FOV at 90 degrees--and it works. Why AW has to be different is beyond me. > > Anyway, you have to bitch as much as possible during the beta or things most likely won't be changed for years later, if ever. Unfortunately, I've been the one doing most of the bitching over the years so Roland and AWC/AWI have gotten sick of me. It's not easy being the sole fighter for AW citizen "rights" but I guess someone's gotta do it. Surely more people care enough about AW to be a part of keeping it from getting even more annoying and frustrating to use... > [View Quote] -- Goober King Not exactly representative of the whole... robrod at prism.net bowenAug 1, 2002, 1:59pm
> Perhaps it would help if more people were on the beta rather than the
> same 10 people every time. :P I'm new to the beta team, only by accident it seems. --Bowen-- dionAug 1, 2002, 2:28pm
I constantly notice more and more people in the beta NG that never post but
once or twice and even then the bug report is lacking big time. The people doing beta really need to understand how programming works. They give the stupidest things. Like they'll have a graphical error and to help you in figuring it out they might give you their network card model number. LOL :-P No offense to those people but they're just not worthy of beta testing :-P [View Quote] sw chrisAug 1, 2002, 4:01pm
It has been my experience in hardware troubleshooting that sometimes the
most annoying conflicts are caused by the most unusual things. Your example is a bit over-the-top, but could the same relationship theoretically happen with code? Chris [View Quote] eepAug 1, 2002, 4:56pm
[View Quote]
> Perhaps it would help if more people were on the beta rather than the
> same 10 people every time. :P Well, that doesn't really matter; the point is, beta testers need to take testing more seriously. Too many seem to be just along for ride... > And, in a purely Eep moment, don't cross-post to beta, as most of us > aren't allowed to post there. :P So remove the newsgroup when you reply. <shrug> [View Quote] anduinAug 2, 2002, 12:00am
In a galaxy far far away, known as general.discussion, an identity
claiming to be known as "ananas" <vha at oct31.de> scribed the following: >Without AxisAlignment in the RWX code any sprite will just >be a masked object that you can rotate. I've done that, but then when you face them from another direction they aren't facing you anymore. In games, the object always faces you (except when looking straight down at it of course) and it can still rotate and look like wind is blowing through it. ,,,,, (o o) /--------------ooO--(_)--Ooo--------------\ | Anduin (317281) | | o The Gorean Scribe | | o http://www.anduin-lothario.com | | o World: GorSJ (18+ Only) | \--------------ooO-------Ooo--------------/ anduinAug 2, 2002, 11:14am
In a galaxy far far away, known as general.discussion, an identity
claiming to be known as "ananas" <vha at oct31.de> scribed the following: >This feature went away after 2.2 :( Then it SHOULD be replaced... ,,,,, (o o) /--------------ooO--(_)--Ooo--------------\ | Anduin (317281) | | o The Gorean Scribe | | o http://www.anduin-lothario.com | | o World: GorSJ (18+ Only) | \--------------ooO-------Ooo--------------/ young shamusAug 5, 2002, 6:35pm
> Perhaps more people WILL care--and learn to care IMMEDIATELY when there's
> more likely something will be changed than wait years later and HOPE it changes. That's why I'm making such a big deal about AW 3.4's field of view (FOV) being so extreme in 1st-person view. It's something like 120 degrees, which is WAY to distorted! Supposedly in the latest beta build it dynamically adjusts relative to the 3D pane width, but I have yet to try it. I'd still like an option to set it to a specific setting, however. 3rd-person view is an odd 68 degrees or something. Most 3D games have the FOV at 90 degrees--and it works. Why AW has to be different is beyond me. Because, AW has a floating, rectangular viewport size, while games fill the whole screen. This makes the entire excersize far more complex. I believe that games that use "cinemascope" (the movie-screen 16:9 aspect ratio) have vertical aspects right around 120, and I think it can work if done properly. > Anyway, you have to bitch as much as possible during the beta or things most likely won't be changed for years later, if ever. No. No. No. Bitching will not get you anywhere you can't get with diplomacy. Saying "This doesn't work right" is far, far better than saying "THIS SUCKS IT ALL SUCKS!". Both will draw attention to the problem, while the latter tends to wear on people's nerves. Keep this in mind when reporting bugs and it makes everything in the NG much nicer. -- Shamus Young Email: shamus at activeworlds.com Home Page: www.shamusyoung.com > [View Quote] eepAug 5, 2002, 6:55pm
[View Quote]
> more likely something will be changed than wait years later and HOPE it
> changes. That's why I'm making such a big deal about AW 3.4's field of view > (FOV) being so extreme in 1st-person view. It's something like 120 degrees, > which is WAY to distorted! Supposedly in the latest beta build it > dynamically adjusts relative to the 3D pane width, but I have yet to try it. > I'd still like an option to set it to a specific setting, however. > 3rd-person view is an odd 68 degrees or something. Most 3D games have the > FOV at 90 degrees--and it works. Why AW has to be different is beyond me. > Because, AW has a floating, rectangular viewport size, while games fill the > whole screen. This makes the entire excersize far more complex. I believe > that games that use "cinemascope" (the movie-screen 16:9 aspect ratio) have > vertical aspects right around 120, and I think it can work if done properly. But most of the time AW's viewport is NOT at 16:9 aspect ratio but standard 1.33:1 (4:3) ratio. No matter HOW square (or vertically taller) I make the 3D pane, the FOV is still too distorted--it's even worse when the pane is very thin horizontally; it is just very distracting. Why not allow for a default 90 degrees which IS standard? At least an aworld.ini option so it shouldn't be TOO much work to implement... |