Cardia on 12/1/2019 at 08:33
Quote Posted by zappen
I'd extract the ZIP into your obj/txt folder, create a candle object in DromEd and give it the shape candle1l.bin ... then you can compare it with the other solution if you get it to run. My version works fine, LGS only had flame2_.gif, flame2_1.gif and flame2_2.gif which do not look realistic.
Yes the solution you gave works, but using a bitmap allows you to have the texture animation as a sprite 360º , so i´ll see if i can get the bitmap solution to work otherwise i´ll have to stick with the first option.
Zylonbane and Gamophyte i´ve followed you´re instructions and this is what i have:
[video=youtube_share;syMrDifkKPA]https://youtu.be/syMrDifkKPA[/video]
ZylonBane on 12/1/2019 at 18:30
Okay, the naming and folder structure for your images isn't even slightly close to what I described above. If you actually do what I said to do, then add these properties, it will work:
Renderer/Alpha Blend Mode: Add
Renderer/Transparency (Alpha): 0.90
Renderer/Bitmap Worldspace: 1, 1.5, 1, 1.5, Flags: Face camera (axial), 0
SFX/FrameAnimationConfig: 15
Shape/Model Name: flame2
The alpha settings aren't necessary, but do make it look better.
[video=youtube;IWg4faQaTTM]https://www.youtube.com/watch?v=IWg4faQaTTM[/video]
That being said, this flame animation is a bit crap. It thrashes around too much, it's undergone a terrible dithered conversion to GIF, and a few of the frames have some glitch that makes garbage data appear at the top and bottom.
gamophyte on 12/1/2019 at 19:46
and boom goes the dynamite.
Yeah some smoothness is in order which is hard to find, I nabbed this one (
https://drive.google.com/file/d/0B7O1Vo8p2y_fNU1EVlRtTlNHbFU/view)
but when it is sped up the user will stills sees it loops but perhaps it will still look better, or make the frames out of order but it will be pretty windy in the place.
I hopped over to ezgif.com
cropped the candle out, but now it's a non standard size for dromed, so resize to 128 x 128 (256 would stretch the pixels). Then I split it into pngs. The site does all of this so you can take the source above or others and play around yourself.
Zip with pngs: (
https://drive.google.com/open?id=16991BVh0h8IIK5BHDLBwjqxOSK-pIMn1)
Edit: You can rename them by hand, or use a batch renamer.
Cardia on 13/1/2019 at 09:27
ZyloneBane, how do you have you texture animation renamed?
gamophyte on 13/1/2019 at 21:12
Quote Posted by ZylonBane
(citexp00.png, citexp01.png, etc.).
from just above
Yandros on 14/1/2019 at 11:37
Quote Posted by ZylonBane
Looking at some animated (non-worldspace) bitmaps I did for SCP, I had to put the first image in the bitmap folder (citexp.png), and then the actual animation sequence in bitmap/txt16 (citexp00.png, citexp01.png, etc.).
That doesn't mean name them exactly citexp, it's an example for you to deduce the pattern from. So put the first texture in /bitmap named, say, candflam and then in /bitmap/txt16 put all of the images named candflam00, candflam01, etc.
Cardia on 17/1/2019 at 23:15
Quote Posted by Yandros
That doesn't mean name them exactly citexp, it's an example for you to deduce the pattern from. So put the first texture in /bitmap named, say, candflam and then in /bitmap/txt16 put all of the images named candflam00, candflam01, etc.
Thank you Russ, finally things work, the problem i had was with renaming the textures. Thank you Gamophyte and ZylonBane :thumb:
I had to reduce the flame speed to 05.00 speed, but this time i don't have the flame as a sprite( viewd in 360º, why?
...Nevermind i just deleted the Renderer/Bitmap Worldspace setting, resized the flame, and now everything is perfect !
Cardia on 28/1/2019 at 12:28
is there any scepter stand object available?