I tested a 512x512x9 frames but it crashed.
128x128x10 frames launches. I added color dots to frames 1, 2, 8, 9 and 10, and it skipped frames 8 and 10.
Hull hit sprites and shield effect
Interesting. Questions that come to mind:
Any idea how long the entire animation lasted?
What was your overall framerate and was VSync on?
<edit> guess I need to learn to read
Any idea how long the entire animation lasted?
What was your overall framerate and was VSync on?
<edit> guess I need to learn to read
Last edited by Adaven on Wed Dec 29, 2010 12:36 am, edited 1 time in total.
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I nailed down the hull hit effects.
They are called Tangent and Normal effects in the code, which accurately describes how they are positioned:
Tangent is the circle (f103bmp.mdl) and it lays flat on the hitbox.
Normal is the the green arrow framed by a white, green and magenta lines to better see the edge of the texture (fx11bmp.mdl). It's always at a right angle to the hitbox.
They expand from the hit location pretty much like you'd expect.
Contrary to expectation, they do not seem to fade away, just expand and disappear after reaching max size, which is just about what you can see in this pic.
Shooting a single gatt gun, you never see more than 3 sprites at one time, meaning you can calculate the time they stay on by multiplying the time between gatt bullets by 3.
I'm going to create a proper mod of these soon, aimed not so much at improving the look as much as making it easier to get visual feedback on aim.
They are called Tangent and Normal effects in the code, which accurately describes how they are positioned:
Tangent is the circle (f103bmp.mdl) and it lays flat on the hitbox.
Normal is the the green arrow framed by a white, green and magenta lines to better see the edge of the texture (fx11bmp.mdl). It's always at a right angle to the hitbox.
They expand from the hit location pretty much like you'd expect.
Contrary to expectation, they do not seem to fade away, just expand and disappear after reaching max size, which is just about what you can see in this pic.
Shooting a single gatt gun, you never see more than 3 sprites at one time, meaning you can calculate the time they stay on by multiplying the time between gatt bullets by 3.
I'm going to create a proper mod of these soon, aimed not so much at improving the look as much as making it easier to get visual feedback on aim.
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excellent!Spinoza wrote:QUOTE (Spinoza @ Jan 28 2011, 07:43 AM) I'm going to create a proper mod of these soon, aimed not so much at improving the look as much as making it easier to get visual feedback on aim.
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