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Now that the shotgun is here, animations could never be more fitting. 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.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) 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.
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
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.
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 |
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 |
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 |
#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 |
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 |
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
Also, if the latter,
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! 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 |
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.
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 |
#106003 [PMS]fleek% Seabreeze Posted 13 years ago |
Moved into the section of: |
#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. |
#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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