Animated Interpics

Discuss all aspects of editing for ZDoom.
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.

Re: Animated Interpics

Postby Project Dark Fox » Sat Mar 08, 2008 8:16 am

Skunk wrote:... he'll probably not like it even after all my hard work on it. :P

I'll find that he's surprisingly easy to please.
User avatar
Project Dark Fox
Married Furry Anxiety Bucket
 
Joined: 15 Jul 2005
Location: Louisville, KY USA
Twitch ID: ProjectDarkFox
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Animated Interpics

Postby Skunk » Sat Mar 08, 2008 10:52 am

Dude I got like totally bored and animated parts of E4... the burning house flickers and the demonic volcano thing lets off smoke and a red glow at the bottom and the skull lights up when you enter E4M8.
User avatar
Skunk
 
Joined: 18 Jan 2005

Re: Animated Interpics

Postby Impboy4 » Sat Mar 08, 2008 11:14 am

It's excellent Skunk, but there are some bugs in it though:

- When you enter the interpic, the buring house animation gets squished a little
- The smoke from that hellish volcano thing clips into the sky and also distorts it

Thats all I found, otherwise great job!
User avatar
Impboy4
I am the Imp's boy
 
Joined: 23 Jun 2006
Location: USA

Re: Animated Interpics

Postby Xaser » Sat Mar 08, 2008 12:27 pm

Project Dark Fox wrote:
Skunk wrote:... he'll probably not like it even after all my hard work on it. :P

I'll find that he's surprisingly easy to please.

Was that a half-insult directed half at me, half at Skunk? If so, then go half-jump off a cliff! :P

Otherwise, uh... yeah, his new interpic rocks pretty good actually. :P
User avatar
Xaser
anarchivist
 
 
 
Joined: 20 Jul 2003

Re: Animated Interpics

Postby HotWax » Sat Mar 08, 2008 12:52 pm

Xaser wrote:
Project Dark Fox wrote:
Skunk wrote:... he'll probably not like it even after all my hard work on it. :P

I'll find that he's surprisingly easy to please.

Was that a half-insult directed half at me, half at Skunk? If so, then go half-jump off a cliff! :P

Otherwise, uh... yeah, his new interpic rocks pretty good actually. :P

The way I read it, he was just reassuring Skunk that you wouldn't turn up your nose at his work...
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 19 Jul 2003
Location: Idaho Falls, ID

Re: Animated Interpics

Postby Project Dark Fox » Sat Mar 08, 2008 1:02 pm

While it was what HotWax read it as, this is why I love your sense of humor Xaser. :lol:
User avatar
Project Dark Fox
Married Furry Anxiety Bucket
 
Joined: 15 Jul 2005
Location: Louisville, KY USA
Twitch ID: ProjectDarkFox
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Animated Interpics

Postby Blzut3 » Sat Mar 08, 2008 3:40 pm

Skunk wrote:Anyway, amended the wiki, animations and pics have an offset of dead center and four pixels from the bottom


Uhh, I thought it was the offsets in the image were applied first? For example, if you were to open you're wad with XWE you will notice that all the images have an offset exactly how you describe. So if you set all the images to have an offset of 0, 0 then the coordinates would reference the top left hand corner of the image. I believe SBarInfo also works this way.
Blzut3
Pronounced: B-l-zut
 
 
 
Joined: 24 Nov 2004
Github ID: Blzut3
Operating System: Debian-like Linux (Debian, Ubuntu, Kali, Mint, etc) 64-bit
Graphics Processor: ATI/AMD with Vulkan Support

Re: Animated Interpics

Postby Project Dark Fox » Sat Mar 08, 2008 3:54 pm

Blzut3 wrote:I believe SBarInfo also works this way.

Correct. Fonts however you have to start from the top right, but that's another topic.
User avatar
Project Dark Fox
Married Furry Anxiety Bucket
 
Joined: 15 Jul 2005
Location: Louisville, KY USA
Twitch ID: ProjectDarkFox
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Animated Interpics

Postby Skunk » Sat Mar 08, 2008 4:23 pm

Oh really? I didn't know that. I'll go re edit the wiki then and remove that little comment.
User avatar
Skunk
 
Joined: 18 Jan 2005

Re: Animated Interpics

Postby Skunk » Sun Mar 09, 2008 1:17 am

Okay, quick question for anyone who knows about the interpic scripting... I wanna begin an animation and then start it looping at a different point... like I want the animation to do this...

Frame 1
Frame 2
Frame 3 <--- Loop point
Frame 4
Frame 5
Frame 6
Frame 3 <--- Begin Loop
Frame 4
Frame 5
Frame 6
Etc

Is this possible?
User avatar
Skunk
 
Joined: 18 Jan 2005

Re: Animated Interpics

Postby Xaser » Sun Mar 09, 2008 3:41 pm

Hmm... as far as I can tell, it's not possible, but that's not a bad feature request, really.

Though, if you just copy+paste those frames a bunch of times and have them in an IFENTERING type, you can make the animation long enough so the game advances anyhow and you don't have to worry about the loop anyway (I fixed it for the E5 map this way... it works!).
User avatar
Xaser
anarchivist
 
 
 
Joined: 20 Jul 2003

Re: Animated Interpics

Postby Skunk » Sun Mar 09, 2008 4:27 pm

I did that for your E5 map but I couldn't get it to work right, you made it look really awesome.
User avatar
Skunk
 
Joined: 18 Jan 2005

Re: Animated Interpics

Postby Gez » Tue Jun 03, 2008 8:55 am

Hey, did you make any update to the E4 interpic?
Gez
 
 
 
Joined: 06 Jul 2007

Previous

Return to Editing (Archive)

Who is online

Users browsing this forum: No registered users and 0 guests