Tcmask, Animation and Models Info and Ideas

Improving the artwork in Warzone2100 - not for mod discussions
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JDW
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Re: Tcmask, Animation and Models Info and Ideas

Post by JDW »

Colditz wrote:Despite the fact that it looks promising for certain uses, this looks like the Return of Knight Rider and Las Vegas.
rotflmao... very true, but it does make things look more alive, something like what Karazhan Chess Battle does

http://www.youtube.com/watch?v=Mf9yLAFX ... re=related
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Berg
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Re: Tcmask, Animation and Models Info and Ideas

Post by Berg »

I have made a windows.exe release of my models repo if anyone want to try it out and see the animations for ideas and see how it works please try it
https://sourceforge.net/projects/wzgrap ... e/download
It is 87.9MB due to the larger graphics used plus it has test models etc.


Regards Berg
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Berg
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Re: Tcmask, Animation and Models Info and Ideas

Post by Berg »

More testing with animations I am using animated TCmask to get this effect.
http://www.youtube.com/watch?v=M7HNKjUSO3k
Just to let folks know the name of the thread is Tcmask and Animation and models info and Ideas.
These models I am making are for finding out how it all works and what cant be done.


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JDW
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Re: Tcmask, Animation and Models Info and Ideas

Post by JDW »

Berg wrote:More testing with animations I am using animated TCmask to get this effect.
http://www.youtube.com/watch?v=M7HNKjUSO3k
I get an error "An error occured. Please try again later" when I try to watch the video. I can play any other video on youtube fine though.
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Berg
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Re: Tcmask, Animation and Models Info and Ideas

Post by Berg »

It seems to play ok for me
This is the channel http://www.youtube.com/user/MrMworlds
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JDW
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Re: Tcmask, Animation and Models Info and Ideas

Post by JDW »

Berg wrote:It seems to play ok for me
This is the channel http://www.youtube.com/user/MrMworlds
It's probably YouTube's mistake. Even the channel doesn't work for me. Will try watching it a little later.

EDIT: It was the browser, Chromium's, fault. The AdBlock extension has a Beta option "Block ads inside YouTube videos. Beta" checked. Sorry for bothering you about this. :oops:
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JDW
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Re: Tcmask, Animation and Models Info and Ideas

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Berg wrote:More testing with animations I am using animated TCmask to get this effect.
http://www.youtube.com/watch?v=M7HNKjUSO3k
That was really cute :)

Question: Will there be more load on graphics rendering? Like how shadow effect of buildings slows the game down. :hmm:
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Berg
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Re: Tcmask, Animation and Models Info and Ideas

Post by Berg »

I think there will be how much I don't know best person to ask might be one of the dev's that know about these things.

Still its good to have extra dimension in game
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Re: Tcmask, Animation and Models Info and Ideas

Post by cybersphinx »

j0shdrunk0nwar wrote:Question: Will there be more load on graphics rendering? Like how shadow effect of buildings slows the game down. :hmm:
The current shadows are done with a separate rendering step, so they can slow things down noticeably. TCMask is done mostly by the hardware afaik, so in theory it might needs a bit more power, but in practice it shouldn't really matter (except maybe in the slowest cards that still run Warzone).
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Re: Tcmask, Animation and Models Info and Ideas

Post by Berg »

2 hq's shown the pie file below is for the back on http://www.youtube.com/watch?v=UDkHXW0nGew

Code: Select all

PIE 2
TYPE 200
TEXTURE 0 page-109-player-buildings.png 256 256
LEVELS 1
LEVEL 1
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	CONNECTORS 1
	0 0 269

THis is a 17 frame animation note that every poly has 17 frames for the moment it will not do varied frame amounts.
Also the frame rate has to be constant across all poly as it will default to the lowest frame rate.
Below is the texture used note the frames can start in any position as long as they run in sequence.also frames will wrap back to the left side if you want to use multi line frames.

Image


Regard Berg
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Re: Tcmask, Animation and Models Info and Ideas

Post by Rman Virgil »

.

You know until you started doing this work Berg I didn't realize how much I took structure animations in other games for granted and just got used to their absence in WZ. This will add a lot to the WZ virtual world immersion experience, I'm sure. :D

One thing, and this is admittedly a subjective impression, some of the animation seems a wee bit too fast to my eye. Are you capped at 17 frames ? Or can you do more and thus slow it down a bit ? From what you said I understand you can't have variable frame rates per struct and that as a whole it defaults to the lowest frame rate.... am I understanding that correct ?

(Side Bar: Will try again later today to UL the struct tex archives to the Vault. Was gonna do it yesterday but got carried away with my own WZ work all day. My apologies. I always try my best to keep my word. I'll PM you with the 1st successful UL. I truly hope I don't encounter any hitches to this like I have in weeks past. Honestly, it's been very frustrating and I have had to let go of those feelings in order to keep at it with my original enthusiasm.)

- Regards, RV :ninja:
.
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Berg
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Re: Tcmask, Animation and Models Info and Ideas

Post by Berg »

Rman Virgil wrote:One thing, and this is admittedly a subjective impression, some of the animation seems a wee bit too fast to my eye. Are you capped at 17 frames ? Or can you do more and thus slow it down a bit ?
On the animations you have seen some are set to a very high frame rate let me try to ex-plane.

The amount of frames is only limited by texture space and frame size on that texture. Excluding 8 frames for now as they are old team colours

First and foremost when staring a structure I try to imagine what effect I will have on it so If Im am having 2 or 3 animations I will try and work out what will be the best speed for all three if I need a flashing light plus some electric effect the elecctric effects need a high frame rate the flashing light is either on or off 2 frames or in this case 17 frames with only 2 images on ligh off light so you have 8 frames in a row with light on and 9 frames with light off.

The electic effect uses all 17 frames with a different image on each frame.

As for frame rate that is in the modellers hands as it can be adjusted I usually run fast animations a the data for frame rate set at 1000 the high you data the slower the frame rate. EG:3000 is 3 times slower then 1000 the generator flashing lights i have set at 300 thats very fast in game it looks like they are spinning in the videos they dont look very good at all.
Rman Virgil wrote:From what you said I understand you can't have variable frame rates per struct and that as a whole it defaults to the lowest frame rate.... am I understanding that correct ?
That is correct frame rate AND frame count will default to the lowest in each case ...That is how it is now but trust to hope it will be made to work with any combination on a structure in future.

here is a vid with a slow speed animation in the foreground initially one of the first that I did.
http://www.youtube.com/watch?v=9AiisWb_zQs
Note that it is just flashing lights and the frame rate is very slow that is only 10 frames.

Code: Select all

	4200 3 25 26 28 10 10000 21 52 1 197 1 255 22 255
	4200 3 28 27 25 10 10000 21 52 22 255 22 197 1 197
	4200 3 29 30 32 10 10000 21 52 1 197 1 255 22 255
	4200 3 32 31 29 10 10000 21 52 22 255 22 197 1 197

This is The data for the frames note the frame rate is 10,000.

Thank you I wait for PM on texture

Regards Berg
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Re: Tcmask, Animation and Models Info and Ideas

Post by Black Project »

Interesting note about the frame speed, so i can increase-decrease the speed of frame-rate of such animations like explosions/muzzle flashes (i might be wrong) or it's only the animations on the patch you're using Berg?

BP
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Re: Tcmask, Animation and Models Info and Ideas

Post by Berg »

Black Project wrote:Interesting note about the frame speed, so i can increase-decrease the speed of frame-rate of such animations like explosions/muzzle flashes (i might be wrong) or it's only the animations on the patch you're using Berg?
That is an interesting question I know the animation for the power rings is hard coded and there is a patch for that.
For placing the rings via connectors.

But the leg animation uses a ani file in the anim folder and also the pie file has animation in frames.

With the muzzel flash etc I am thinking that is hard coded because the pie file frame rate is set to 1. that would make it extremely fast.

If you have the time to test that assumption you could tell us your findings.

All my animations are running here because of safetyoff's patches and I think they only effect structures for now.

If you want a windows build with all the patches applied I have one on SF project for download if you want to svn and compile your own there is also a branch with a lot of random models you could replace the data with your own https://sourceforge.net/projects/wzgrap ... e/download you can change the baze.wz and MP.wz if you want to use your own models. The windows build was my first attempt for cross compile if it is no good please dont yell at me.

This command will svn down a copy of models branch from Sourceforge
svn co https://wzgraphicmods.svn.sourceforge.n ... erg-models models.
The will bring down models branch and place it in a folder called models.

Regards Berg
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Re: Tcmask, Animation and Models Info and Ideas

Post by Berg »

Just an Update a short vid showing animation and I used one of Rman's textures (note the radar tower has a new steel frame) in the model. http://www.youtube.com/watch?v=pt4A55khQNQ I must admit it looks a lot better then my hand drawn texture framework, with apha is hard to do.
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