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Martin the Dane
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Aarhus, Denmark
Feb 2000 time: 06:30
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Ok I've just updated SpriteEdit
Changes from Build 4 to 5
- Added Background image option (Thanks Imortal Wombat for the image) It is now possible to display an image as the background. You can make your own background image-stripe, first image in stripe should be blank. Color of upper left pixel is transparant color and any pixel in the image with this colr will be replaced by the current background color.
- Added save as 32 bit tga with alpha. Both with and without the shadow.
- Added save alpha Mask to 32 bit tga.
There seems to be a bug in the shadow and background color handling.
I havn't been able to nail it down, so if anyone finds a pattern please let me know.
The problem is that the shadow and background colors does not always change as they'r suposed to.
I have decided to put all options for saving image frames in there, so you'll have the options of saving each component to seperate files, to same file, and masked without shadow. As to what options I'll put in for loading that's not decided, but as the on file system seems to be the prefered option, I'll put that in, and possibly the two file system as well.
A note on background images: If anyone feels like creating more images, just make all images the same size (any size will do) and save them to one wide .bmp-file, but put a blank frame to the left. On the options menu you can tell SpriteEdit what size each frame has and then load the image. If the image is less than the size of the sprite it is tiled, to fill the whole background. I'll be happy to post a few extra image-stripes on my site.
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Martin the Dane
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Aarhus, Denmark
Feb 2000 time: 06:30
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quote: Originally posted by The Big Mc
martin what is with the numbering of frames on some spr files (eg ai spy plane)
Some have frames with the same number or is some spr files numbers are missing
it appears to be in all builds. |
The list of frame-numbers, is the animation-sequence - a list of the frames as they are played, not the list of frames in the file. I'll add the number of frames to the display as well as a number of other minor but usefull bits of information.
Let me use give a short description of the structure of the .spr-file:
The file has three parts:
- File-headder - describes what type of sprite the sprite-file contains and what version number.
- AnimBlocks - a number of animation blocks.
- Footer - the firepoints, shieldpoints, etc. (This has not yet been implemented into SpriteEdit, but will obviousely have to be implemented befor long)
Each AnimBlock consists of the following:
- Block-headder - Dimentions, facing-offsets, etc
- Frames - the frames available to this animation.
- Animation-Description-Block - three lists (all with the same number of elements): first a list of frames to be shown, then a list of deltas or nudges, and finally a list of transparency-values.
Note that there are to number of frames: first SPRITE_NUM_FRAMES or number of sprite-frames witch is the number of "slides" stored for this particular AnimBlock in the file. Secondly ANIM_NUM_FRAMES or number of animation-frames to be played in the playback-sequence fro this particular AnimBlock. This system lets the artist reuse each sprite-frame in several anim-frames.
quote: Originally posted by The Big Mc oh and here is the terrain strip I promised you
| Thanks, looks good.
Last edited by Martin the Dane on 11-09-2003 at 18:56
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Martin the Dane
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Aarhus, Denmark
Feb 2000 time: 06:30
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Ok, here comes a new version of SpriteEdit.
The reason for the long delay between build 5 and 6 is that I have made some major (from a programing point of view) changes to the display, and finally got all the Export options working.
Changes from Build 5 to 6
(minor-version changed from 1 to 2)
- Implemented all the save image options, (I hope) so now you can save as Combined Image, Masked Image, Pixels, Mask, and Shadow.
- Added Export images options. You can now save all frames in the sprite file in three different modes:
- One file : All elements of the frame is saved to the same image.
- Two Files : Each frame is saved as Masked Image and Shadow.
- Three Files: Each frame is saved as Pixel, Mask, and Shadow Images.
- Fixed the shadow color bug.
- Added displaying of a number of properties: (Not fully implemented)
- Centerpoints, for each headding
- Deltas or nudges for each Animation frame
- Transparency (fade) values for each Animation Frame
- SpriteNumFrames, number of frames pressent in the animation block
- SpriteFirestFrame, first frame in animation block only used in the scripts from Activision, has no impact on the spritefile.
- AnimType, sequential, loop, or back-n-forth.
- AnimNumFrames, number of animation frames.
- AnimPlayBackTime, length of animation in milliseconds, not implemented acording to Activision.
- AnimDelay, number of times to play last frame in animation befor restarting animation.
- Relative Paths now work in the interface (note: This is only visual).
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