[CF-Devel] player animations

crossfire-devel-admin at archives.real-time.com crossfire-devel-admin at archives.real-time.com
Wed Mar 12 02:35:02 CST 2003


Todd Mitchell wrote:
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      excellent - I was not doing it wrong then.
     
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      I am doing animations for the player race faces but only the frontal (151 -
     
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      152) for now (unless I get inspired).  While I am doing this I would like to
     
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      know once and for all what the proper convention is - the general form for
     
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      these appears to be is 111 is back side(moving north) 131 is right
     
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      side(moving east) 151 is front (standing, moving south) and 171 is left side
     
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      (moving west).  This is what the documentation says too.
     
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      8 1 2
     
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       \  |  /
     
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      7-0-3
     
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       /  |  \
     
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      6 5  4
     
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      The default face is up for grabs (111, 171...)  There seems to be a bit of
     
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      variation on these and I would like to fix that since it has burned me in
     
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      the past.
     
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      If there is a common agreement on this convention now would be a good time
     
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      for me to fix these to use it.
     
     
  the table you have above is correct in how it deals with direction (eg, 
direction 1 is up, direction 5 is down).

  It is also correct in that the code deals with directions the same way.  EG, 
if an animation has 8 facings, they would be ordered in that same method.  If an 
object has 4 facings, it would be 1, 3, 5, 7.  If it had 2, it would most likely 
be 3 and 7 (vs 1 and 5).

  However, the numbering convention is to make things easy.  I could do 
something like:

anim
facings 8
face1.111.png
face2.111.png
...
face8.111.png
mina

In other word, the code itself doesn't actually care what the face is called. 
You could have 8 random file names there, and it would work.  It'd just be 
really confusing (and messy) to store in the directory.

  What this means, is if someone has the 3 and 7 facings reversed in the images, 
but they also reverse them in anim/mina, everything would look as expected. 
It'd just be confusing for people that come to work on the archs later on.


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      Also - what about retiring old images?
     
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      I recently updated the 'classic' Ent and was wondering is there a process
     
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      where images are retired.  Am I supposed to be doing this?  Also what is the
     
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      deal with the alternate image set?
     
     
  Not a simple answer.

  if you replace an image with a newer one, that old image is basically retired 
in the sense it doesn't exist anymore.  IT really shouldn't be renamed.

  The problem comes in in the opininion of people of 'is that new image better 
than the old one'.  In some cases, the answer is a pretty basic yes (eg, for 
images that were scaled up from the 24x24 to 32x32, if you clean it up, it'd be 
a yes).  However, when completely new images are made, people have differing 
opinions.

  The alternate set is now the 'classic' set (vs base).  At one point, support 
for it wasn't very good, so there was basically a seperate tree for images in 
the classic set, and the collect script was modified to use it (looked in the 
altnernate directory, if it didn't find it there, then used the base version). 
A server would only support one set, which basically depended on what the server 
admin set up.

  So you should completely ignore the alternate_images directory/tree.




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