Author Topic: Animated sceneries  (Read 5381 times)

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Offline VirtualTT

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Animated sceneries
« on: May 01, 2009, 11:43:45 am »
So here is some good resources:
Metal slug sprites - tonns of animated sprites that fit soldat just well
just some random sceneries from zakath animaps pack, and some stuff i found on the internet, moon and fire are nice...
zakaths animated sceneries pack - Might be useful, included polyworks list.

Auto Gif - fast-and-easy gif scenery replacer.
« Last Edit: August 22, 2009, 08:09:21 am by VirtualTT »

Offline Underworld

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Re: Animated sceneries
« Reply #1 on: May 07, 2009, 03:08:02 pm »
but how do we get them into the map ?
btwn ; great scenery love it!
« Last Edit: May 07, 2009, 03:11:19 pm by Underworld »
I don't understand
do you mean that there is a /faceplam commmand ?
and this command should drop a random item ?

Offline Gnoblar

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Re: Animated sceneries
« Reply #2 on: May 08, 2009, 07:04:22 am »
I like the fire. Very nice.

Offline zakath

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Re: Animated sceneries
« Reply #3 on: May 08, 2009, 07:46:20 am »
but how do we get them into the map ?
btwn ; great scenery love it!

if you have a animated gif of something that is say 40x40 pixels big you make a png that is the same size that you place out on the map with the same name as the gif except for the extension. then you use a hexeditor after you have compiled it to edit the map and change .png to .gif

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Offline Underworld

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Re: Animated sceneries
« Reply #4 on: May 08, 2009, 04:28:23 pm »
but how do we get them into the map ?
btwn ; great scenery love it!

if you have a animated gif of something that is say 40x40 pixels big you make a png that is the same size that you place out on the map with the same name as the gif except for the extension. then you use a hexeditor after you have compiled it to edit the map and change .png to .gif
damn all this trouble :/
ok so afetr ive done this and i host the map,does the player get the right file when downloading via soldat?
I don't understand
do you mean that there is a /faceplam commmand ?
and this command should drop a random item ?

Offline RatBoy

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Re: Animated sceneries
« Reply #5 on: May 08, 2009, 05:48:08 pm »
Yes, as you edited the map you can also delete the previous png placeholder file, the one that the map asks for now is a gif.

Offline Blacksheepboy

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Re: Animated sceneries
« Reply #6 on: May 19, 2009, 03:41:32 pm »
Somebody should totally make an INF map using those Metalslug train cars.  That would be pretty rockin'

Offline MyiEye

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Re: Animated sceneries
« Reply #7 on: May 30, 2009, 12:10:04 am »
good finds old chap
"I gotta live like Jacob more holy less hip, by his grace Sho Baraka gone spit the real, been doing that Reach life before I got the deal, called to make mini-me's till the day that I die, so on my tombstone say, "he didn't die he multiplied"!"                                                  - Sho Baraka

Offline Moirae

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Re: Animated sceneries
« Reply #8 on: June 09, 2009, 02:11:38 am »
I have another question. When you have the placeholder .png when making your map in PW you can set attributes like opacity and colour. Do these carry over to the animated .gif file?

Example: I have a white circle in .png format which I set to blue and opacity to 50%. When I set the .png to the animated .gif in a hex editor does the animated scenery remain blue and semi-transparent?

Thanks

Offline zakath

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Re: Animated sceneries
« Reply #9 on: June 09, 2009, 02:37:11 am »
I have another question. When you have the placeholder .png when making your map in PW you can set attributes like opacity and colour. Do these carry over to the animated .gif file?

Example: I have a white circle in .png format which I set to blue and opacity to 50%. When I set the .png to the animated .gif in a hex editor does the animated scenery remain blue and semi-transparent?

Thanks

yes

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Offline re_link

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Re: Animated sceneries
« Reply #10 on: June 30, 2009, 06:43:12 pm »
how do you find the .png in the hex file???

Offline VirtualTT

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Re: Animated sceneries
« Reply #11 on: July 01, 2009, 01:23:49 am »
Just use Auto Gif - fast-and-easy gif scenery replacer.

Offline jrgp

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Re: Animated sceneries
« Reply #12 on: July 01, 2009, 06:26:02 am »
Just use Auto Gif - fast-and-easy gif scenery replacer.

Is it possible for someone who has VB6 installed to modify the PW source to include .gif files as usable scenery files and then compile and distribute the updated binary?
There are other worlds than these

Offline VirtualTT

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Re: Animated sceneries
« Reply #13 on: July 01, 2009, 07:54:48 am »
I think it is possible, but the problem is that there is no *someone*. (Btw i heard that VB6 doesn't work under Vista...)

Offline zakath

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Re: Animated sceneries
« Reply #14 on: July 01, 2009, 09:11:40 am »
I think it is possible, but the problem is that there is no *someone*. (Btw i heard that VB6 doesn't work under Vista...)

I've tried, however VB isn't my language to begin with ...
+ loading a gif into directx turned out to be no easy task :/

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Offline zakath

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Re: Animated sceneries
« Reply #15 on: July 02, 2009, 06:43:54 am »
actually an update in the polyworks department my clanmate Fryer has started fixing some issues with it including the support for gifs.

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Offline Biggles

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Re: Animated sceneries
« Reply #16 on: July 02, 2009, 09:46:52 am »
nice I'm loving it, I saw some animated sceneries in Zakath's Ash remake I hope to see some more :)

Offline Biggles

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Re: Animated sceneries
« Reply #17 on: August 22, 2009, 07:34:17 am »
the Metal slug sprites site don't wana work for me :s

Offline VirtualTT

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Re: Animated sceneries
« Reply #18 on: August 22, 2009, 08:10:39 am »
the Metal slug sprites site don't wana work for me :s
I've fixed the link. The site got updated so old one didn't work anymore.

Offline homerofgods

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Re: Animated sceneries
« Reply #19 on: August 22, 2009, 11:20:38 am »
thx, downloading