Author Topic: EFF'ing Head.ani's!  (Read 23798 times)

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Offline Valathil

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So i herd u liek .eff Head.ani's?

There you go: http://www.mediafire.com/download.php?cc5l6bh5520nhpt

Few Notes: I changed the head animation system to use generic_anim's instead of the anim_play framework so this could possibly fix the head.ani stuttering please check that.
Also new Mod Table entry "$Override Head.ani color to white:" which surprisingly overrides the head.ani color to white so you can have full color eff animations.
I also patched FRED so you can select *.eff in the browse dialog of the event editor but i cant compile FRED so you have to wait on a kind soul to provide one OR you edit the mission file yourself OR you just name you eff the same as your ani, it takes precedence. With that have fun and please report bugs.

EDIT: I should probably clarify the mod.tbl settings its in #OTHER SETTINGS after "$Default weapon select effect:" so basically for now the last parameter
« Last Edit: August 08, 2012, 01:14:39 pm by Valathil »
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Offline Rodo

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My antivirus is saying that the file is infected with something like..NewHeur_PE.

I'll test this at home when I get back tonight.
el hombre vicio...

 

Offline The E

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Your antivirus is confused.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
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Offline Droid803

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YES FINALLY. :D
Much <3's.
(´・ω・`)
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Offline mjn.mixael

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This is awesome.. Can I just say though, that the mod.tbl should probably be the other way around? White has always been default.. the override should allow color? Maybe? I dunno... does it really matter?

Nao. Valathil, you will be my personal hero if you make an .eff container... >_>
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
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Between the Ashes is looking for committed testers, PM me for details.
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Offline headdie

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My antivirus is saying that the file is infected with something like..NewHeur_PE.

I'll test this at home when I get back tonight.

"NewHeur" as in New Heuristic?
Minister of Interstellar Affairs Sol Union - Retired
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Offline The E

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If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Valathil

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This is awesome.. Can I just say though, that the mod.tbl should probably be the other way around? White has always been default.. the override should allow color? Maybe? I dunno... does it really matter?

Nao. Valathil, you will be my personal hero if you make an .eff container... >_>

You can set the color of the head.ani in your hud settings. So if you have color effs they would get tinted by that user setting therefore override to white.

What the EFF is a .eff container? you mean like compile it into a single file? why the EFF would you wanna do that?
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Offline Dragon

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For the ease of handling and renaming, presumably. 

  

Offline mjn.mixael

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Well, .effs don't stream like .anis do, which as caused a bit of an issue for me with my mainhalls.

EDIT: Ala, this ticket.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline Swifty

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Can we rename that parameter to "Full Color Talking Head" so we can just describe function and not implementation?

And also, since we're no longer relying on the anim_play func to hack in the talking head animation in the gauge for us and using generic_anim_render within the actual Talking Head gauge, could you use setColorGauge() instead of gr_set_color_fast(&HUD_config.clr[HUD_TALKING_HEAD])? I really disliked having to reference HUD_config in the head animation code back then when I was rewriting the entire HUD system. gr_set_color_fast should just be used when we want to set the color context to white for getting full color animations.

 

Offline Valathil

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Well, .effs don't stream like .anis do, which as caused a bit of an issue for me with my mainhalls.

EDIT: Ala, this ticket.

This ticket only describes the format not the problems you having. Cause i dont want to overwhelm the thread here with our discussion i suggest you find me on IRC and we can talk.
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Offline AndrewofDoom

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If you want something to test this on, go play Dimensional Eclipse, which has all the headanis as anis as well as effs. Droid kept holding on for the day eff support would come and looks like he got it. :p
My Efforts:
SF Knight

20:08:19   AndrewofDoom: Though I find it mildly disturbing that a loli is giggling to mass destruction.
20:10:01   Spoon: I find it mildly arrousing
20:10:07   AndrewofDoom: Woah
20:10:15   Spoon: sound like my kind of loli
20:10:21   Spoon: and im not even a lolicon

 

Offline Valathil

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Concerning hitting the bmpman limit 5 possible solutions:

  • Unload the eff everytime the animation finishes (Bad for cases where theres much reuse)
  • Write a separate handler with dynamic limits (lots of work)
  • Same as 2 but push everything into gl textures and dont keep the data in memory (high vram usage)
  • Load every frame individually and unload it everytime the next frame is displayed (isnt this what causes the .ani stuttering?)
  • Sort of a hybrid of 2 and 4 and the old bmpman where you load some frames ahead of time render them while loading more and killing old unused ones

DISCUSS!!!
« Last Edit: August 08, 2012, 09:32:07 pm by Valathil »
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Offline Kobrar44

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Someone talked a while ago something about some kind of texture arrays. That wouldn't cut it?
Oh guys, use that [ url ][ img ][ /img ][ /url ] :/

 

Offline Valathil

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Someone talked a while ago something about some kind of texture arrays. That wouldn't cut it?
that's number 3 or a way to do 3 not a solution by itself
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Offline Dragon

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5 sounds like a good compromise, but I'm afraid it could be a bit overengineered and difficult to implement. 2 could be the best solution for the end user, but I know such things need a lot of work from the devs and a lot of testing afterwards.

 

Offline CommanderDJ

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5 sounds kind of... ugly. 2 sounds like it'd be the "cleanest" solution but it might have to go through antipodes, which could take a while depending on how much longer this RC phase lasts etc.

That's just my opinion though.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Cyborg17

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I'm just curious, what's wrong with option #1?

 

Offline niffiwan

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what about increasing the BMPMAN limit by approx 500 (for example - to allow 10x head ani/EFF per mission @ ~50 frames each ) until 2 (or 3) is completed?  Otherwise 1) doesn't sound like too much work - it could be tried to see if unloading/reloading causes issues? (e.g. FSO pauses while the ani/eff is removed from memory)
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m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...