Custom .ANM support
#1 Posted 14 March 2010 - 09:51 PM
At the same time, I'd like to finally add some control over .ANM playback. What would you guys like to see? I'm thinking each .ANM will have its own entry in an internal table; all of the original .ANMs will have hardcoded defaults which can be overwritten and there will be a new CON command similar to definesound which will set up these parameters and allow you to add in custom animations. Along with this will probably be a CON command to start playback of the animation at a specified index. There will probably be flags to control stuff like looping the animation or being able to skip it with keypresses.
I believe I will add control for which sounds are played during the animation by creating a new event that occurs once for each frame of animation; the RETURN var will default to whatever frame is being drawn, allowing new sounds to be played, and whatever the value of RETURN is at the end of the event will be the frame passed to the internal function that each hardcoded .ANM has to dictate which sound is played on a given frame. This means that overriding the sounds from the default animations will be as easy as a switch/case setup that plays different sounds and a "setvar RETURN -1" at the end of the event.
Questions/comments?
#2 Posted 14 March 2010 - 10:03 PM
Ninja edit: I still say that someone should add this at some point... I would pay money for it to be.
http://theora.org/
This post has been edited by The Commander: 14 March 2010 - 10:05 PM
#3 Posted 15 March 2010 - 01:17 AM
#4 Posted 15 March 2010 - 01:48 AM
TX, on Mar 15 2010, 10:17 PM, said:
I dont think it does, So is it possible to define them ourselves using some sort of command like the "animtilerange"
Although, I think this isn't possible?
#5 Posted 15 March 2010 - 02:00 AM
As for the limitations, I'm sure I made an .anm with more than 255 frames once and it was the game that told me off for it... but I am probably wrong. I suppose it could be done the way tat 3DR did it and split long animations into several sorter ones to work around the limitation. I suppose it isn't too unlikely that if the 255 frame limitation were removed that someone would make a better utility for creating the files, the limitation that worries me is the fact that you are bound to the games palette in the anm files. ProASM came up with an alternative that might be worth taking a look at where you could use a .zip file full of images to replace an .anm file for SW.
#6 Posted 15 March 2010 - 03:27 AM
#8 Posted 15 March 2010 - 05:30 AM
This post has been edited by Colon Semicolon: 15 March 2010 - 05:32 AM
#9 Posted 15 March 2010 - 05:35 AM
Colon Semicolon, on Mar 16 2010, 02:30 AM, said:
You need this program here.
http://archive.dukertcm.com/knowledge-base...rt/anim2pcx.zip
A real pain in the ass to work with, I am not aware of any other programs.
#10 Posted 15 March 2010 - 07:23 AM
#11 Posted 15 March 2010 - 10:14 AM
#12 Posted 16 March 2010 - 12:06 AM
Hendricks266, on Mar 15 2010, 04:42 AM, said:
A lot of that stuff is irrelevant. You don't need specific definitions for which sounds play or how many animations are used when they're divided up or what episode it's for or anything like that, all you need is a command to inform EDuke32 of the animation's existence, a command to start playback of an animation, and an event that runs once per frame during playback. Everything else mentioned there will be possible with those key things. If you want an animation to be separated into multiple files, just start playback of another file on the last frame of the current one.
#13 Posted 16 March 2010 - 02:49 AM
- Ability to set sequences before level, beetween level and in the episode end. All of them to be ignored in DM mode.
- Support to Avi video or similar.
This post has been edited by Fox: 16 March 2010 - 02:49 AM
#14 Posted 16 March 2010 - 04:28 AM
#15 Posted 16 March 2010 - 05:10 AM
Fox, on Mar 16 2010, 11:49 PM, said:
Hendricks266, on Mar 17 2010, 01:28 AM, said:
The Commander, on Mar 15 2010, 07:03 PM, said:
http://theora.org/
My offer still stands.
This post has been edited by The Commander: 16 March 2010 - 05:11 AM
#17 Posted 16 March 2010 - 08:04 AM
And IMO the .MNG (or another animated png) is the best choice for ANMs for the HRP or other hires projects.
#18 Posted 16 March 2010 - 11:00 AM
For example Zombie Crisis was working fine with eduke32 r1612, but it doesn't work with eduke32 r1617 (crashes right after it is launched).
#19 Posted 16 March 2010 - 02:56 PM
#20 Posted 16 March 2010 - 03:33 PM
supergoofy, on Mar 16 2010, 11:00 AM, said:
For example Zombie Crisis was working fine with eduke32 r1612, but it doesn't work with eduke32 r1617 (crashes right after it is launched).
I'll have to test that out. Can you see if it starts up with -nologo?
#21 Posted 16 March 2010 - 03:39 PM
This post has been edited by supergoofy: 16 March 2010 - 03:43 PM
#23 Posted 16 March 2010 - 04:46 PM
#24 Posted 16 March 2010 - 05:45 PM
I will wait till your next commit to the svn repository. Till then I think I will stick with r1612 (and in a worst case scenario I will use r1599 or older).
This post has been edited by supergoofy: 16 March 2010 - 05:46 PM

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