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Author Topic: gif support  (Read 5097 times)

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Kreep

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gif support
« on: May 18, 2006, 02:36:31 PM »

Does this engine support gifs as backgrounds? if it doesn't, shouldn't it be easy to add in?
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odnorf

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Re: gif support
« Reply #1 on: May 18, 2006, 03:21:09 PM »

I can't see the reason why.  ???
PNG images using the same pallette are usually much smaller.
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Mnemonic

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Re: gif support
« Reply #2 on: May 18, 2006, 03:23:38 PM »

Indeed. The gif format is pretty obsolete now, being limited to 256 color. I don't think it's worth the effort.
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Kreep

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Re: gif support
« Reply #3 on: May 18, 2006, 03:26:30 PM »

so what else can I use for animated backgrounds?
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Mnemonic

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Re: gif support
« Reply #4 on: May 18, 2006, 05:06:53 PM »

Use animated sprites.
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Kreep

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Re: gif support
« Reply #5 on: May 18, 2006, 07:13:48 PM »

but the whole background is animated lighting-wise (lightining flash+flickering candles), something you can't add post-render.
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metamorphium

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Re: gif support
« Reply #6 on: May 18, 2006, 07:21:21 PM »

I have no clue what's exactly your problem? I am using lots of animated lightning flashes and candles in my own game and have no problem with them. :) What and how exactly are you trying to achieve these effects?
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Kreep

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Re: gif support
« Reply #7 on: May 18, 2006, 07:30:00 PM »

normal 3D scene, multiple renders taken for use as backgrounds with various degrees of lighting added. I want to be able to loop those backgrounds (like a gif) so it looks like the lights are flickering. I don't see how you could add lighting after you rendered the scene as objects won't show light reflections+illumination.
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odnorf

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Re: gif support
« Reply #8 on: May 19, 2006, 05:09:28 AM »

Render multiple scenes (or parts of the scene) and instead of creat animated gif create sprites.  :) Have you read the wme docs on what sprites are & how they are working?
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djb

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Re: gif support
« Reply #9 on: May 19, 2006, 09:53:28 AM »

Yes, GIF is very silly format for full-color adventure. It can use only 256 colors, what is little bit few... it's useful for web-design, but absolutely not for this application. WME has a great sprite system, that works fine with same timing features as animated GIF, but in full 32bit color range and 256-phase alpha-channel ... it is great PNG features ;)
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Re: gif support
« Reply #10 on: May 19, 2006, 01:08:57 PM »

ok. Fire up Project Manager with your project and in the menu select Tools -> Sprite edit.

Basically you want to separate your lightnings etc. into separate png images and then construct a sprite out of them.
Another way how to make lightnings look good is to make an image and animate alpha value in script. This way you can achieve nice flashes
with dynamic feel to them and with only a little graphics needed.
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