So
ive been trying to animate the hangar and it's animations which are present in the aristman Codex.
I went trough and created an animationxxx.bmp.mdl for each of the animation files present.
I also created a hangar.bmp.mdl file
the result is this garbled mess.
At first i thought it was a image resolution issue, so i scaled each image to the one used by the normal Allegiance GUI.
Same exact result.
All the other modifications i made using MDL THing 1.3.1 have not caused a problem.
Some other times allegiance does not load the hangar screen at all, causing a crash.
I cannot use MDLC to run convert commands because the application crashes.
Any ideas?
Modified hangar screen and animations cause a crash
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- Posts: 1935
- Joined: Fri Aug 23, 2013 9:46 am
- Location: Trieste, Italy
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- Posts: 1935
- Joined: Fri Aug 23, 2013 9:46 am
- Location: Trieste, Italy
Code: Select all
Hangar.bmp.mdl: use "model";
hangarbmp = ImportImageFromFile("hangar.bmp", false);
Animradar.bmp.mdl:use "model";
animradarbmp = ImportImageFromFile("animradar.bmp", true);
animloadoutbmp = ImportImageFromFile("animloadout.bmp", true);
animlaunchbmp = ImportImageFromFile("animlaunch.bmp", true);
Hangar.mdl:
use "gamepanes";
use "hangardata";
use "console";
use "font";
//
// Normal buttons
//
// format: FrameImageButtonPane(<animation>, <total time per loop>, <loop>, <run to last frame>);
launchButtonPane = FrameImageButtonPane("animlaunch", .7, false, false);
commandButtonPane = ButtonPane(ImportImage("animradarbmp", false), 5, false);
loadoutButtonPane = ButtonPane(ImportImage("animloadoutbmp", false), 5, false);
investButtonPane = ButtonPane(ImportImage("animinvestbmp", false), 5, false);
teleportButtonPane = ButtonPane(ImportImage("animsectorbmp", false), 5, false);
teamButtonPane = ButtonPane(ImportImage("animteambmp", false), 5, false);
helpButtonPane = ButtonPane(ImportImage("btnquitbmp", false), 5, false);
exitButtonPane = ButtonPane(ImportImage("btnexitgamebmp", false), 5, false);
//
// Info on the button the mouse is currently over
//
HoverTextColor = Color(0.75, 0.75, 0.75);
HoverTextSize = Point(600,24);
HoverTextFont = hugeFont;
hoverInfoPane =
SwitchPane(
CurrentHover,
[
(
StringPane("", HoverTextColor, HoverTextSize, JustifyCenter, HoverTextFont),
hoverNone
),
(
StringPane("Launch ship", HoverTextColor, HoverTextSize, JustifyCenter, HoverTextFont),
hoverLaunch
),
(
StringPane("Command screen", HoverTextColor, HoverTextSize, JustifyCenter, HoverTextFont),
hoverCommand
),
(
StringPane("Ship's loadout", HoverTextColor, HoverTextSize, JustifyCenter, HoverTextFont),
hoverLoadout
),
(
StringPane("Team investments", HoverTextColor, HoverTextSize, JustifyCenter, HoverTextFont),
hoverInvest
),
(
StringPane("Help", HoverTextColor, HoverTextSize, JustifyCenter, HoverTextFont),
hoverHelp
),
(
StringPane("Teleport to another station or Board another ship", HoverTextColor, HoverTextSize, JustifyCenter, HoverTextFont),
hoverTeleport
),
(
StringPane("Information about the teams playing", HoverTextColor, HoverTextSize, JustifyCenter, HoverTextFont),
hoverTeam
),
(
StringPane("Exit the game.", HoverTextColor, HoverTextSize, JustifyCenter, HoverTextFont),
hoverExit
)
]
);
InTurretPane =
SwitchPane(
BoardState,
[
(ImagePane(ImportImage ("hangarinturretbmp", false), []), 2)
]
);
//
// The background and control positions
//
screen =
ScreenPane(
ImportImage("hangarbmp", false),
[
(launchButtonPane, Point( 367, 162)),
(commandButtonPane, Point( 84, 283)),
(loadoutButtonPane, Point( 526, 247)),
(investButtonPane, Point( 530, 88)),
(helpButtonPane, Point( 208, 95)),
(teleportButtonPane, Point( 214, 248)),
(teamButtonPane, Point( 43, 102)),
(exitButtonPane, Point( 80, 515)),
(hoverInfoPane, Point( 100, 561)),
(InTurretPane, Point( 320, 450))
]
);
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]
Code: Select all
Hangar.bmp.mdl: use "model";
hangarbmp = ImportImageFromFile("hangar.bmp", false);
Animradar.bmp.mdl:use "model";
animradarbmp = ImportImageFromFile("animradar.bmp", true);
animloadoutbmp = ImportImageFromFile("animloadout.bmp", true);
animlaunchbmp = ImportImageFromFile("animlaunch.bmp", true);
I could learn all that from the game code but don't have the time now.
there are some explanations in the "dialog.mdl" file so check and try to mimic some of the code?
Check in the beta artwork how cort implemented hangar.mdl
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- Posts: 1935
- Joined: Fri Aug 23, 2013 9:46 am
- Location: Trieste, Italy
I will.
Ive found this command which could potentially solve my problem.
Sadly its only usable in MDLC which i cant get running at all......
Ive found this command which could potentially solve my problem.
Code: Select all
-compressanim
applies a form of RLE (Run Length Encoding) to an animation (presumably a .bmp with the frames stored side-by-side in rows and columns).
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]