Product Chat / Animated decals-sprites

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Cosmic Prophet
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Posted: 14th Aug 2014 20:03
Did a search to see if this has been discussed. didn't find anything specific. Will we have animated sprite support in reloaded? Fire, Smoke, etc.

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rolfy
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Posted: 14th Aug 2014 20:14
Last release has effect_animate.fx and effect_scroll.fx shaders

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Cosmic Prophet
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Posted: 14th Aug 2014 20:34
Ahh! So we've shaders for this, Great! Say, is there any documentation available for they're general usage, such as frame rates, frame limitations, and texture layout parameters (single, or multiple textures, etc.)?

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Pirate Myke
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Posted: 14th Aug 2014 21:18
They are the same as the classic ones. make a sprite sheet texture with the number of frames on it. Set the values in the shader in notepad and it should work. like the bond1 tv thing.

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Teabone
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Posted: 14th Aug 2014 21:29
It be cool to see a tutorial for this

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Pirate Myke
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Posted: 14th Aug 2014 21:34
Original Classic thread and tutorial.

http://forum.thegamecreators.com/?m=forum_view&t=170127&b=24

Bond1 made one a while ago.

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Jerry Tremble
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Posted: 15th Aug 2014 02:16
That's great, PirateMyke, thanks! Y'all amaze me!

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geistschatten
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Posted: 15th Aug 2014 02:42
So if we wanted to use the Animated Sprite Pack from FPSC Classic, would the particles.x file be replaced by the effect_animate.fx one in the FPE file?

I'm trying to get the old sprites working and not having much luck.
Pirate Myke
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Posted: 15th Aug 2014 05:34
Xfile (.x) is the decal mesh. it is a single side polygon

effect_animate.fx is the shader file of the effect in reloaded.

I am not really sure how to implement this yet in reloaded. I see that the particles are in a folder of there own under the effectbank folder, but no xfile. So I am guessing that it is hard coded in the program, or being call internally to an x file some where.

Will have to play with this. I would start with the RPG script to look for the answers, also opening the effect file for the character shader in notepad, may shed some light on the subject.

StartParticleEmitter(e)
StopParticleEmitter(e)

Are the LUA commands.

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LeeBamber
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Posted: 18th Aug 2014 11:11
The particle emitter is a very basic one right now, a placeholder for a more complete and robust system. I welcome suggestions on the number and scope of particle commands all LUA scripters might be looking for...

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tomjscott
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Posted: 18th Aug 2014 23:40
I haven't tried the new effect shaders, but with a modified classic Bond1 shader I used the animated sprite pack in my Rescue the Princess demo. I simply created a flat quad geometry and attached the modified Bond1 shader to it and specified the decal texture from the classic animated sprite pack. I would assume you could do the same with the new effect shaders, but I haven't tried it yet.

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