Animated Investation
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">Scary (big gifs inside)</div> <span style='font-size:15pt;line-height:100%'>Now we donce</span>
<img src='http://www.df5jz.de/Ollj/128dev.gif' border='0' alt='user posted image'><img src='http://www.df5jz.de/Ollj/128dev.gif' border='0' alt='user posted image'>
<img src='http://www.df5jz.de/Ollj/128dev.gif' border='0' alt='user posted image'><img src='http://www.df5jz.de/Ollj/128dev.gif' border='0' alt='user posted image'>
<img src='http://www.df5jz.de/Ollj/128dev.gif' border='0' alt='user posted image'><img src='http://www.df5jz.de/Ollj/128dev.gif' border='0' alt='user posted image'>
My first try Made with "kais power goo" and a freeware gif animator. Its still much to improve (it has just 3 keyframes and some mayor erros).
Looks really scary ingame (even as 3x scaled 128*128 6 frame animation).
Looks better
when you look straight to the wall (its no good choice for bottom or a low ceiling),
when you are not right infront of it (scaling and 3d effect on flat texture makes it look wrong)
when its dark with flickering light (improves the textures feeling).
when you turn your freaking gamma correction down.
when you use low screen resolutions.
Looks crappy if
you use it at wrong places or repeatly (I need to make more than one kind of animation)
you shoot at it 20 times (glass effect)
<img src='http://www.df5jz.de/Ollj/128dev.gif' border='0' alt='user posted image'><img src='http://www.df5jz.de/Ollj/128dev.gif' border='0' alt='user posted image'>
<img src='http://www.df5jz.de/Ollj/128dev.gif' border='0' alt='user posted image'><img src='http://www.df5jz.de/Ollj/128dev.gif' border='0' alt='user posted image'>
<img src='http://www.df5jz.de/Ollj/128dev.gif' border='0' alt='user posted image'><img src='http://www.df5jz.de/Ollj/128dev.gif' border='0' alt='user posted image'>
My first try Made with "kais power goo" and a freeware gif animator. Its still much to improve (it has just 3 keyframes and some mayor erros).
Looks really scary ingame (even as 3x scaled 128*128 6 frame animation).
Looks better
when you look straight to the wall (its no good choice for bottom or a low ceiling),
when you are not right infront of it (scaling and 3d effect on flat texture makes it look wrong)
when its dark with flickering light (improves the textures feeling).
when you turn your freaking gamma correction down.
when you use low screen resolutions.
Looks crappy if
you use it at wrong places or repeatly (I need to make more than one kind of animation)
you shoot at it 20 times (glass effect)
Comments
<img src='http://www.df5jz.de/Ollj/360fast.gif' border='0' alt='user posted image'><img src='http://www.df5jz.de/Ollj/360fast.gif' border='0' alt='user posted image'>
<img src='http://www.df5jz.de/Ollj/360fast.gif' border='0' alt='user posted image'><img src='http://www.df5jz.de/Ollj/360fast.gif' border='0' alt='user posted image'>
and bigger (source)
Honestly, I foresee a new great feature to NS maps.
Thanks alot ollj, and i mean that. It looks awesome.
Edit. Good job too Yamazaki <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Since its a crappy alpha version feel free to play around with <a href='http://www.df5jz.de/Ollj/infestA.wad' target='_blank'> this wad</a>
<i>Using animated Textures:</i>
Just texture the solid with the "+0..." texture to get it animated.
Using "+1...","+2..." ... will cause no animation.
Frame maximum is 10 (0...9) .
All it does is simple (keyframe animateable) transformation (smudge, grow, smear, nudge) of pictures. (and even simpler alpha blending of 2 pictures)
Its more a fun tool to smudge photos into something ugly with a long nose and a fat smile.
Bets part of the tool is its Speed/quality and interface. Later on it turned into "Kais power tools" a bunch of plugins for photoshop doing simular stuff more dificult (pro).
Nice for organic structures but you cant use it on metalic objects with a serious result (i have no idea how).
same movement used on metal:
(also, there were transparencies that i thought were supposed to be there, but i think they turned white, i could try it again with more effort if you like it, and if i had the original texture)
<i><b>edit:</b> link fixed</i>
<img src='http://www.goldengroup.ca/images/infest_ani.gif' border='0' alt='user posted image'>
I mean, it's hard enough to see the skulks against the backdrop (if your actually a person who plays the game for the challenge, and maxes all brightnesses and gamma DOWN <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->), so, when you got the walls moving on you, I'm sure there's gonna be a lot of marines with "Commander I need ammo" calls, without even shooting at a kharaa <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
When you have a damn old Grapic card this could exhaust it faster (like any map that is close to the 4mb limit).
If there is a toggleable texture the server of course needs to submit the state of this texture.
Dont know if its the same with animated textures.
but the data will be reduced to "texturename" and "framenumber" and not more i can think of.
Compare this with mine. "mine-indexnumber" "name of the player that layed it" "3 mine coordinates" "2 numbers for mine alignmend" "the red mine beam" "mine sounds and sprites" "collision checks..."
And it will look awfull blocky.
if these textures could be used into the NS supported maps some how it would make the game all that much better and give it the fell of a truely Sci-Fi Environment
i look forward to see your work become part NS so to say it will become part of NS
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> = dead <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->