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Posted

Don't think it will work because it animates in DCME... the animation shown in DCME does not depend on the animation delay at all... So again, check the animationTime property. Edit -> Lvz manager -> Images, find your image, set animation time and frames correctly

IF that doesnt work, post your .lvz file here

Or debuild it using the lvztoolkit, and check if the value for animation time is correctly set

Posted
to make it based on animationTime there would have to be a loop or a timer that checks on regular intervals if any animations have to be updated yet. I don't know for sure, but doing that will slow down stuff if animationTime is small
Posted

the animation was perfectly set, dcme just saves it as a bad and a little unorganized format.. i fixed it up myself and will soon test

 

 

Outfile=halow.lvz

 

File=levburn.bmp

File=deva.gif

File=devapumpkin.bmp

File=slime.bmp

File=door.bmp

 

 

[mapobjects]

8040,8040,IMAGE3,BelowAll,ShowAlways,0,0

8067,6197,IMAGE4,TopMost,ShowAlways,3,1,50

8147,6197,IMAGE4,TopMost,ShowAlways,3,1,50

8227,6197,IMAGE4,TopMost,ShowAlways,3,1,50

 

 

 

 

[objectimages]

IMAGE0=levburn.bmp,4,1,0

IMAGE1=lev.bmp,1,1,0

IMAGE2=deva.gif,1,1,0

IMAGE3=devapumpkin.bmp,1,1,0

IMAGE4=door.bmp,3,1,50

IMAGE5=slime.bmp,1,1,0

 

any problems with it now?

Posted

i'd put objectimages before mapobjects... but I don't know if it changes anything

 

IMAGE0=levburn.bmp,4,1,0

 

4 frames, 0 seconds animation time, that's a problem

 

If the animation time there was different than 0 in DCME, please post the lvz DCME saves here, i'll check out the problem

Posted (edited)

um, levburn was removed, the file is just in the lvz right now, the only animated one is file=door.bmp

 

 

this is what dcme gave me when i debuilt it prdy crazy imo

 

; This file was created by DeBuildLevel, version 0.02, created May 15 2003 19:07:30

Outfile=halow.lvz


; Object Information Compression Info:
; FullSize:	 156  Compressed Size:	 102  Compression Percent:  34.6%

[objectimages]
IMAGE0=levburn.bmp,4,1,0
; Total loop time: 0.000 seconds	 Frame time: 0.000 seconds
IMAGE1=lev.bmp,1,1,0
; Total loop time: 0.000 seconds	 Frame time: 0.000 seconds
IMAGE2=deva.gif,1,1,0
; Total loop time: 0.000 seconds	 Frame time: 0.000 seconds
IMAGE3=devapumpkin.bm2,1,1,0
; Total loop time: 0.000 seconds	 Frame time: 0.000 seconds
IMAGE4=door.bmp,1,1,0
; Total loop time: 0.000 seconds	 Frame time: 0.000 seconds

[mapobjects]
7175,8897,IMAGE1,AfterBackground,ShowAlways,0,0
7186,8815,IMAGE0,AfterBackground,ShowAlways,0,0
8040,8040,IMAGE3,BelowAll,ShowAlways,0,0
8067,6197,IMAGE4,TopMost,ShowAlways,0,0
8147,6197,IMAGE4,TopMost,ShowAlways,0,0
8227,6197,IMAGE4,TopMost,ShowAlways,0,0

File=levburn.bmp
;			Compression Info: FullSize:  120054  Compressed Size:	1334   Compression Percent:  98.9%
File=lev.bmp
;			Compression Info: FullSize:	2854  Compressed Size:	 951   Compression Percent:  66.7%
File=deva.gif
;			Compression Info: FullSize:  270054  Compressed Size:   31891   Compression Percent:  88.2%
File=devapumpkin.bm2
;			Compression Info: FullSize:  270054  Compressed Size:   35552   Compression Percent:  86.8%
File=door.bmp
;			Compression Info: FullSize:   13270  Compressed Size:	 507   Compression Percent:  96.2%
; Bytes Saved in Compression: 606,105
; File Compression Percent:   89.6%

 

as you can see there is no indication that any file is animated. An also what is this? special to dcme?

; Total loop time: 0.000 seconds	 Frame time: 0.000 seconds

 

 

i'd put objectimages before mapobjects... but I don't know if it changes anything

 

i dont think it matters considering you have 'file=' as the last thing

Edited by JDS
Posted

; Total loop time: 0.000 seconds Frame time: 0.000 seconds

 

This appears in ANY lvz you debuild

 

But yeah, it is saved as 1 frame...

Then you don't see the first frame, you just see the whole pic right?

 

Just use the .ini you got there, change the animation values you want, and rebuild it...

I'll investigate the issue later

 

Just change like IMAGE4=door.bmp,1,1,0 to

IMAGE4=door.bmp,3,1,100

Posted (edited)

ah your right about the total loop time thing, it does appear in all of them

 

i see the first frame, but it doesnt change to frame to then to frame 3 (thus not animating)

 

 

IMAGE=door.bmp,3,1,100

 

3=total frames

1= ?

100 = animate frame speed

 

what does the 1 = ?

 

 

 

{added for compare and contrast - this was my custom lvz debuilt}

; This file was created by DeBuildLevel, version 0.02, created May 15 2003 19:07:30

Outfile=halow.lvz

File=levburn.bmp
;			Compression Info: FullSize:  120054  Compressed Size:	1334   Compression Percent:  98.9%
File=deva.gif
;			Compression Info: FullSize:  270054  Compressed Size:   31891   Compression Percent:  88.2%
File=devapumpkin.bmp
;			Compression Info: FullSize:  270054  Compressed Size:   22190   Compression Percent:  91.8%
File=slime.bmp
;			Compression Info: FullSize:   48166  Compressed Size:   19075   Compression Percent:  60.4%
File=door.bmp
;			Compression Info: FullSize:   39466  Compressed Size:	1907   Compression Percent:  95.2%

; Object Information Compression Info:
; FullSize:	 152  Compressed Size:	 100  Compression Percent:  34.2%

[objectimages]
IMAGE0=levburn.bmp,4,1,100
; Total loop time: 1.000 seconds	 Frame time: 0.250 seconds
IMAGE1=lev.bmp,1,1,100
IMAGE2=deva.gif,1,1,100
IMAGE3=devapumpkin.bmp,1,1,100
IMAGE4=door.bmp,3,1,50
; Total loop time: 0.500 seconds	 Frame time: 0.167 seconds
IMAGE5=slime.bmp,1,1,100

[mapobjects]
8040,8040,IMAGE3,BelowAll,ShowAlways,0,0
8067,6197,IMAGE4,TopMost,ShowAlways,0,1
8147,6197,IMAGE4,TopMost,ShowAlways,0,1
8227,6197,IMAGE4,TopMost,ShowAlways,0,1

; Bytes Saved in Compression: 671,449
; File Compression Percent:   89.8%

Edited by JDS
Posted

3,1,100 means 3 frames horizontally, 1 frame vertically (total frames being 3*1) and 100 hundreths of seconds for the whole loop

 

The one you have there should work... but maybe Frame time: 0.167 seconds is abit too fast, maybe you just cant see them change. You set it to one half of a second for a loop of 3 frames... Try a longer time

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