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Author Topic: Cash big animation!  (Read 4295 times)

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atm_deev

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Cash big animation!
« on: October 16, 2007, 04:21:00 PM »

Problem:
When using animation, which contains a large number of personnel, in the game, there is a strong braking at the time of loading such sprite.
Question: How can pre-load (cash) sprites long before they will be used?
As soon as I say that we have written their own cache method, but would like to know - is it not included in the WME standard cache means? Our method does not love me, especially since he is always tied to a particular scene.
In advance - thank for help.

Проблема:
При и
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Mnemonic

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Re: Cash big animation!
« Reply #1 on: October 16, 2007, 07:42:27 PM »

No, there are no native means of caching a sprite, you need to handle it yourself, like loading an invisible entity referencing the sprite you want to preload.
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atm_deev

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Re: Cash big animation!
« Reply #2 on: October 16, 2007, 08:30:52 PM »

Ok, but, may be, You help us: as possible do it easy, not only for Scene, but for more Scene one time?
Thanks.

Ok, но как это
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atm_deev

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Re: Cash big animation!
« Reply #3 on: October 16, 2007, 08:44:34 PM »

As possible use animation-list of special file. Analogy file animation-list of actor.

Хоро
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Mnemonic

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Re: Cash big animation!
« Reply #4 on: October 17, 2007, 04:18:44 PM »

Why not to use an actor then? Make a fictional hidden actor, which will reference all the animations you want to preload.
And you can load the actor in context of a scene or an entire game (be careful about memory usage though).
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atm_deev

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Re: Cash big animation!
« Reply #5 on: October 18, 2007, 05:50:08 AM »

We exactly so do. :) But this not beautifully!
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atm_deev

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Re: Cash big animation!
« Reply #6 on: October 19, 2007, 05:14:01 PM »

Who will be other ideas?  ???
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Mnemonic

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Re: Cash big animation!
« Reply #7 on: October 22, 2007, 08:35:09 PM »

The actor approach seems pretty sensible to me.
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