Animated .pies

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MetalBeast
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Re: Animated .pies

Post by MetalBeast » 23 Oct 2008, 21:08

Buginator wrote:
MetalBeast wrote:Could anybody provide me the original oil-derrick in 3ds or blender format ?
Would be nice, thx.

Supports WZ any particle system ?
I think the squirting out oil, would be better to be done with particles.
Sure... attached is the .3ds file.

As for the particle system, yeah, it has one, but it isn't easy to work with it, and has some serious limits on it.
Ok, THX,
the original Oil-derrick has 104 faces(tris).
Has WZ the face-culling disabled for default ?
Some of the faces are created weird way ;)

I think, then we should make the oil-squirt with animated sprites, like explosions.

EDIT: So, you mean something like this?:
Attachments
destroyed_derrick.jpg

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Buginator
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Re: Animated .pies

Post by Buginator » 24 Oct 2008, 06:02

MetalBeast wrote: Ok, THX,
the original Oil-derrick has 104 faces(tris).
Has WZ the face-culling disabled for default ?
Some of the faces are created weird way ;)

I think, then we should make the oil-squirt with animated sprites, like explosions.

EDIT: So, you mean something like this?:
Yes, something like that would work fine, but I would destroy it a bit more. I don't want to confuse people thinking they can repair it...Drop a fence, or two, or have them more broken up a bit.

Everything in the game uses .pie files, the explosions are .pies, the effects are .pies, most everything.

The effects are capped to a certain number, that is why I was leaning toward doing some kind of frame animation for the destroyed derrick, with a frame based animation of the oil spitting up. (Note, I have yet seen anyone ever make a new anim of this type, so I am unsure of what is involved. I know it has to do with the .ani files, and for the derrick to get it animated, right now, they do:

Code: Select all

/* header format: anim3d [filename] [frames][framerate] [num objects]            */
/* anim line: [frame] [x] [y] [z] [xrot] [yrot] [zrot][xscale] [yscale] [zscale] */
ANIM3DTRANS "BLDerik.pie" 25 15 3
{
	ANIMOBJECT 0 "DerrickBase"
	{
		  0	      0       0       0       0       0       0    1000    1000    1000
		  1	      0       0       0       0       0       0    1000    1000    1000
		  2	      0       0       0       0       0       0    1000    1000    1000
		  3	      0       0       0       0       0       0    1000    1000    1000
		  4	      0       0       0       0       0       0    1000    1000    1000
		  5	      0       0       0       0       0       0    1000    1000    1000
		  6	      0       0       0       0       0       0    1000    1000    1000
		  7	      0       0       0       0       0       0    1000    1000    1000
		  8	      0       0       0       0       0       0    1000    1000    1000
		  9	      0       0       0       0       0       0    1000    1000    1000
		 10	      0       0       0       0       0       0    1000    1000    1000
		 11	      0       0       0       0       0       0    1000    1000    1000
		 12	      0       0       0       0       0       0    1000    1000    1000
		 13	      0       0       0       0       0       0    1000    1000    1000
		 14	      0       0       0       0       0       0    1000    1000    1000
		 15	      0       0       0       0       0       0    1000    1000    1000
		 16	      0       0       0       0       0       0    1000    1000    1000
		 17	      0       0       0       0       0       0    1000    1000    1000
		 18	      0       0       0       0       0       0    1000    1000    1000
		 19	      0       0       0       0       0       0    1000    1000    1000
		 20	      0       0       0       0       0       0    1000    1000    1000
		 21	      0       0       0       0       0       0    1000    1000    1000
		 22	      0       0       0       0       0       0    1000    1000    1000
		 23	      0       0       0       0       0       0    1000    1000    1000
		 24	      0       0       0       0       0       0    1000    1000    1000
	}

	ANIMOBJECT 1 "Piston"
	{
		  0	      0       0       0       0       0       0     999    1000    1000
		  1	      0       0     544       0       0       0     999    1000    1000
		  2	      0       0    2056       0       0       0     999    1000    1000
		  3	      0       0    4349       0       0       0     999    1000    1000
		  4	      0       0    7242       0       0       0     999    1000    1000
		  5	      0       0   10548       0       0       0     999    1000    1000
		  6	      0       0   14085       0       0       0     999    1000    1000
		  7	      0       0   17668       0       0       0     999    1000    1000
		  8	      0       0   21112       0       0       0     999    1000    1000
		  9	      0       0   24235       0       0       0     999    1000    1000
		 10	      0       0   26851       0       0       0     999    1000    1000
		 11	      0       0   28776       0       0       0     999    1000    1000
		 12	      0       0   29827       0       0       0     999    1000    1000
		 13	      0       0   29827       0       0       0     999    1000    1000
		 14	      0       0   28776       0       0       0     999    1000    1000
		 15	      0       0   26851       0       0       0     999    1000    1000
		 16	      0       0   24235       0       0       0     999    1000    1000
		 17	      0       0   21112       0       0       0     999    1000    1000
		 18	      0       0   17668       0       0       0     999    1000    1000
		 19	      0       0   14085       0       0       0     999    1000    1000
		 20	      0       0   10548       0       0       0     999    1000    1000
		 21	      0       0    7242       0       0       0     999    1000    1000
		 22	      0       0    4349       0       0       0     999    1000    1000
		 23	      0       0    2056       0       0       0     999    1000    1000
		 24	      0       0     544       0       0       0     999    1000    1000
	}

	ANIMOBJECT 2 "Box03"
	{
		  0	      0       0       0       0       0       0    1000    1000    1000
		  1	   -671       0     168       0     480       0     999    1000     999
		  2	  -2680       0     707       0    1921       0     999    1000     999
		  3	  -6001       0    1720       0    4328       0     999    1000     999
		  4	 -10581       0    3374       0    7705       0     999    1000     999
		  5	 -16322       0    5895       0   12052       0     999    1000     999
		  6	 -23053       0    9556       0   17365       0    1000    1000    1000
		  7	 -29891       0   14178       0   23089       0     999    1000     999
		  8	 -35243       0   18562       0   27886       0    1000    1000    1000
		  9	 -39228       0   22361       0   31703       0    1000    1000    1000
		 10	 -42031       0   25362       0   34550       0    1000    1000    1000
		 11	 -43808       0   27430       0   36440       0    1000    1000    1000
		 12	 -44668       0   28482       0   37382       0     999    1000     999
		 13	 -44668       0   28482       0   37382       0     999    1000     999
		 14	 -43808       0   27430       0   36440       0    1000    1000    1000
		 15	 -42031       0   25362       0   34550       0    1000    1000    1000
		 16	 -39228       0   22361       0   31703       0    1000    1000    1000
		 17	 -35243       0   18562       0   27886       0    1000    1000    1000
		 18	 -29891       0   14178       0   23089       0     999    1000     999
		 19	 -23053       0    9556       0   17365       0    1000    1000    1000
		 20	 -16322       0    5895       0   12052       0     999    1000     999
		 21	 -10581       0    3374       0    7705       0     999    1000     999
		 22	  -6001       0    1720       0    4328       0     999    1000     999
		 23	  -2680       0     707       0    1921       0     999    1000     999
		 24	   -671       0     168       0     480       0     999    1000     999
	}
}
I can see where they move up/down the vertices and such...

I don't suppose you know how to texture map the derrick that you built? (I mean, so I could use it in game, and see how it looks.)

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Re: Animated .pies

Post by MetalBeast » 24 Oct 2008, 11:18

If PIE is using standard UVW mapping-coords, texturing is no problem.
I just have to know which max. texture-size is allowed and which pic-format, PNG/24 bit ?

Frame animation should be no problem, but what exactly should be animated, the oil-squirt only ?

CU, MB

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Re: Animated .pies

Post by Kamaze » 24 Oct 2008, 11:30

Why not create create a rather simple particle system which emitters semi transparent and alpha blended"oil puffs" to the top.
We all have the same heaven, but not the same horizon.

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Re: Animated .pies

Post by MetalBeast » 24 Oct 2008, 12:17

Kamaze wrote:Why not create create a rather simple particle system which emitters semi transparent and alpha blended"oil puffs" to the top.
Was also my idea, but it seems, it is not so easy to use partikel systems in WZ.

Here heavily damaged Oil-derrick:
Attachments
destroyed_derrick1a.jpg
destroyed_derrick1.jpg

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Re: Animated .pies

Post by Buginator » 24 Oct 2008, 20:01

MetalBeast wrote:
Kamaze wrote:Why not create create a rather simple particle system which emitters semi transparent and alpha blended"oil puffs" to the top.
Was also my idea, but it seems, it is not so easy to use partikel systems in WZ.

Here heavily damaged Oil-derrick:
Hey, I like that better. :)

And yeah, it would be the oil/smoke/fire gusher coming out of the damaged derrick that would be animated.
(which is 'free', unlike the current particle system, which is a hog)

While there really is no size limit on the textures, I would think a 256x256 24 bit png texture would be fine for this model. I believe that is what the others use as well. You can go higher if you wish, but I don't think it would make that big of a difference.

Elio would know more about this though, this is more his territory than mine.

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Re: Animated .pies

Post by elio » 26 Oct 2008, 14:51

wow, it looks awsome.. congrats..

hmm, i use 512x512 models but only for bigger things like the hq for example. i calculate wrist*PI how big it should be, it's just exaggeration using 1024x1024 for a heavy cannon model :stressed:, well you know what i mean..
afaik 32 bit (8 red, 8 green, 8 blue, 8 alpha bits) should work.

however the original texture pages are indiced colors (http://en.wikipedia.org/wiki/Indexed_color), using rgb isn't a performance issue, because everything will be converted in rgb

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Re: Animated .pies

Post by Buginator » 01 Nov 2008, 05:38

MetalBeast wrote: Was also my idea, but it seems, it is not so easy to use partikel systems in WZ.

Here heavily damaged Oil-derrick:
MetalBeast, can you give me the .3ds file so I can do some testing, or are you still working on it?
and it ends here.

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Re: Animated .pies

Post by elio » 01 Nov 2008, 11:08

Kamaze wrote:
EvilGuru wrote:(how do we know that texture xyz is a normal or specular map, and not a texture?).
Wouldn't that be the easiest problem to solve? Maybe a own "mtr" (material) format where you assign textures or even simpler. If the model has a specular-/normal-/...-map use: <modelname>_spec.tga, <modelname>_normal.tga... when the loader doesn't find these files, it skips them. :P
i would suggest

TEXTURE thetexture.png
SPECULAR thespecularmap.png
NORMAL thenormalmap.png

in the wzm file

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Re: Animated .pies

Post by MetalBeast » 02 Nov 2008, 19:22

Buginator wrote:
MetalBeast wrote: Was also my idea, but it seems, it is not so easy to use partikel systems in WZ.

Here heavily damaged Oil-derrick:
MetalBeast, can you give me the .3ds file so I can do some testing, or are you still working on it?
I was away this weekend, but I will texture it tommorow and attach it here, if I'm finished.
But the animation will take some time, cause never animated "smoke" as model ;)

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