Exceeding 46 Frames In A Sprite

ZeoZeo Join Date: 2003-02-07 Member: 13224Members
<div class="IPBDescription">Can it be done?</div> Hey guys. I just finished my 92nd frame for what I'm gonna hopefully use in a sprite. But unfortunately Spider's Sprite Wizard doesnt seem to be up to the task. I've done some trial and error and it can only manage 46 frames, weighing in at around 700kb. I need exactly double of this, giving a 92 frame and 1.5mb sprite! Basicly, can it be done? Is there a compiler out there that can handle it? Can Half Life handle it?

By the way, it's for a high-resolution Marine build bar, that I think quite a few people would use <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Any ideas?

Comments

  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    One thing I'd be concerned about is that the build bars are probably dependant on the code to tell them what frame to display - exceeding the default's length might not work if that's the case.
  • ZeoZeo Join Date: 2003-02-07 Member: 13224Members
    Damn. I just assumed that for certain processes, a certain sprite played through; that Half Life was good enough to adjust to a change in frame number, and display relative progress. Of course without a more powerful compiler it doesnt matter anyway! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
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