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  • Weapon animation
  • 12
     

    Now that the shotgun is here, animations could never be more fitting.
    Why not seperate the components of a gun into individual .kv6 files and animate them with .ani files?
    Here's my concept:

    Any .kv6 starting with that weapon's name is considered a part of it, and the one with that exact name is the "centerpiece" of it. Any .kv6 starting with an underscore is ignored in third person. ie:
    semi.kv6 (the above-mentioned center piece)
    the below are optional for modders, but are named appropriately for easy reference:
    semimag.kv6
    semibolt.kv6
    _semihands.kv6 (this is ignored in third person and will not show up)

    semi.ani (semi.kv6's animation file; all of the parts below aside from parts with @ in their name are attached to this and thus affected by its movement)
    semimag.ani
    semibolt.ani
    @semihands.ani (these three are supplied for the three optional .kv6 files, but there can be as many .kv6 and matching .ani files as you like)
    semi3p.ani (this is the optional ani file for third person; this overwrites the default semi.ani in third person and thus looks different; this can be done with any and all .kv6 files)

    An explanation of how the format of .ani files could be is: With .ini files as a reference ([name] to define an element, then specifications below), we define the animation's name and provide the data as 3D positions and rotations with delays (milliseconds? steps? frames?) at the end, along with a boolean for whether or not it tweens from the previous position.
    Example:

    [template for people who don't understand]
    position x,position y,position z; rotation x,rotation y,rotation z; delay; tween;
    
    [reload]
    0,0,0; 0,0,0; 0; 0;
    0,1,0; 0.5,0,0; 1; 1;
    0,0,0; 1,0,0; 0.5; 1;
    0,0,0; 0,0,0; 0.5; 1;
    
    [fire]
    0,0,0; 0,0,0; 0; 0;
    0,0,-2; 0.5,0,0; 0.5; 1;
    0,0,0; 0,0,0; 1; 1;

    To add to this idea, these .ani files should normally be supplied for each .kv6 file (that is, every single one including sub-models like "semimag"), although if there are none, there should be default backups.

    Answered questions

    How will modders be able to continue modding if the animation is in .ani files?

    This does not impact older models at all whatsoever. They will be treated as a single model (because they are) and will be animated with a fallback .ani file for the according weapon.

    In other words, they will look the exact same and will not require porting.

    OMG! OMG! OMG!
    Your basicaly saying stop motion kv6 right?!

    Nope. The only reason why multiple models would be needed for this idea is for different parts, each with their own animation file containing keyframe data, for the end-product model. In other words, one model for each piece of the gun, all with their own designated keyframe data files. Animated 3D sprite tables would be much harder to develop.

    #83889
    furii
    Member
    Posted 13 years ago
     

    One question, how will modders be able to continue modding if the animation is in .ani files?

    #83892
    Drewgon13
    SMG supporter
    Posted 13 years ago
     

    One question, how will modders be able to continue modding if the animation is in .ani files?

    This does not impact older models at all whatsoever. They will be treated as a single model (because they are) and will be animated with a fallback .ani file for the according weapon.

    In other words, they will look the exact same and will not require porting.

    #83905
    furii
    Member
    Posted 13 years ago
     

    I have to say, this is a pretty clever system. I'd love to see it implemented.

    #86573
    asdfzxc
    Member
    Posted 13 years ago
     

    That's not exactly how voxlap's animation system works.

    #86599
    Dany0
    Member
    Posted 13 years ago
     

    That's not exactly how voxlap's animation system works.

    I didn't even know it had an animation system. I was asking that one be implemented, with or without a hacky approach.

    #86751
    furii
    Member
    Posted 13 years ago
     

    furii you're an idiot
    http://advsys.net/ken/voxlap.htm

    #86801
    Dany0
    Member
    Posted 13 years ago
     

    DanyO, you have no idea what you are talking about and should probably stop now.

    #86887
    asdfzxc
    Member
    Posted 13 years ago
     

    furii you're an idiot
    http://advsys.net/ken/voxlap.htm

    DanyO, you have no idea what you are talking about and should probably stop now.

    I actually think I'll take asdfzxc's side, here, not because of what he says, but because what I say is possible. The game can access files just fine, and it renders them fine, as well. All my idea is is multiple kv6 files being rotated and repositioned on the screen, which the game already does. The firing "animation" sends the gun backwards, and slightly rotates it upwards, and with that, I know what I say is possible.

    Also, I've already skimmed that page before - I see nothing having to do with a built in animation system, aside from the "sprite bending/twisting" bit, which doesn't really fit with what I'm talking about.

    #86905
    furii
    Member
    Posted 13 years ago
     

    read.the.fucking.source.code

    #87350
    Dany0
    Member
    Posted 13 years ago
     

    Dany0.suck.your.dads.dick.and.shut.the.fuck.up.you.sonofa.bitch

    #97760
    jojo127098
    Member
    Posted 13 years ago
     

    Bumping because this is a great idea.

    Also, Dany0 confirmed for troll.

    #98652
    asdfzxc
    Member
    Posted 13 years ago
     

    read.the.fucking.source.code

    Forgot to mention that the game already shows that it reads INI files just fine. So, in that case, everything is perfectly covered - you just don't know what you're talking about or

    Dany0 confirmed for troll.

    Also, if the latter,

    Dany0.suck.your.dads.dick.and.shut.the.fuck.up.you.sonofa.bitch

    Thanks for supplying me with these quotes, guys. More clever than what I could think of.

    slight thread revive

    #100569
    furii
    Member
    Posted 13 years ago
     

    Intresing. It would keep the game cool while not being a pain in a modders ass.

    #100580
    [EX]mman789
    that dude
    Posted 13 years ago
     

    What if they had the KV6 files for the animation in nice little folders for each gun?

    #100839
    mushroomman
    Member
    Posted 13 years ago
     

    OMG! OMG! OMG!
    Your basicaly saying stop motion kv6 right?!

    I made a thread like this and literaly NO ONE read it!

    Racism...

    #100840
    [C.H]Winston_
    Extreme Brit
    Posted 13 years ago
     

    Your idea was to use a different model for each frame, which is much less efficient than this idea.

    #101489
    asdfzxc
    Member
    Posted 13 years ago
     

    this is one of those things that is good to put in just on the aspect it won't take anything away from the game the animaton quality of the game is modratly vanilla at this point.

    #103823
    slenderman
    Member
    Posted 13 years ago
     

    OMG! OMG! OMG!
    Your basicaly saying stop motion kv6 right?!

    Nope. The only reason why multiple models would be needed for this idea is for different parts, each with their own animation file containing keyframe data, for the end-product model. In other words, one model for each piece of the gun, all with their own designated keyframe data files. Animated 3D sprite tables would be much harder to develop.

    What if they had the KV6 files for the animation in nice little folders for each gun?

    Nice idea.

    #105932
    furii
    Member
    Posted 13 years ago
     

    Nice idea.and Dany0,AoS have a walking animation so it's possible to make a reloading animation,Just because you made a good script for Pyspades don't mean your "smarter" than him.Seriously,Are you that retarded?

    #105956
    RtMDL
    The Man
    Posted 13 years ago
     

    ^ that

    #105996
    KomradeMario
    8-bit
    Posted 13 years ago
     

    voxelstein has an animated barrel for the minigun, note the chain gun barrel and body are two different .kv6 files, also filename for animations should be .anim
    plus muzzle flash

    #106003
    [PMS]fleek%
    Seabreeze
    Posted 13 years ago
     

    Moved into the section of:
    Low priority ideas.
    I'm not against this, but compared to other ideas, this is insignificant.

    #106025
    [EX]Frosty
    Best Served Chilled
    Posted 13 years ago
     

    nice :)

    #106057
    TWiiSt3D
    Soul_SnipeZ
    Posted 13 years ago
     

    lol frosty

    #106060
    MИЩa
    Touché Amoré
    Posted 13 years ago
     

    This is definitely significant. Think about the difference between a tank with a rotating turret and a model of a tank that had to rotate as a solid mass to shoot at enemies. Or a flamethrower that had animated fire vs. something with a frozen orange glob sticking out of it.

    ALSO: I think Dany0 is implying that all the animation in voxlap is just rotations and deformations of the same model, and that swaping out entirely new models for a "stop motion" effect is impossible with voxlap.

    #106180
    MegaDeuce
    This is not a title.
    Posted 13 years ago
     

    What I meant was that weapons, game modes etc should be implemented before this.

    #106185
    [EX]Frosty
    Best Served Chilled
    Posted 13 years ago
     

    True dat. I wish Ben had a programming team to help him with the AoS stuff :<

    #106189
    MegaDeuce
    This is not a title.
    Posted 13 years ago
     

    Same.
    Team RoT?

    #106190
    [EX]Frosty
    Best Served Chilled
    Posted 13 years ago
     

    Lol why not.

    #106827
    MegaDeuce
    This is not a title.
    Posted 13 years ago
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