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Need help with a .gif Image
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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Tue May 27, 2014 6:07 pm    Post subject:  Need help with a .gif Image Reply with quote  Mark this post and the followings unread

Well... Hello there firs of all, i'm trying to convert a .gif to a .shp... But experiencing a few problems... When I turn this asset to .shp just doesn't work correctly I will post the original image and the .shp file to see the problem... I hope you can help me... Smile



windmill.gif
 Description:
The .gif of the structure...
 Filesize:  18.18 KB
 Viewed:  2539 Time(s)

windmill.gif



windmill.shp
 Description:
And the .shp file with animation problems...

Download
 Filename:  windmill.shp
 Filesize:  244.52 KB
 Downloaded:  35 Time(s)


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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue May 27, 2014 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

u need a photo program and shp builder

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Exley
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Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue May 27, 2014 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

wrong palete ?

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gistop
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Joined: 19 Feb 2014
Location: Canada

PostPosted: Tue May 27, 2014 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Last time I checked SHP builder has some real problems converting gifs to shps. Do you get 100 of the same frames?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue May 27, 2014 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

best bet is exporting each Frame of the GIF to individual pngs then convert that.

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gistop
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Joined: 19 Feb 2014
Location: Canada

PostPosted: Tue May 27, 2014 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yup, that ^

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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Wed May 28, 2014 9:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
best bet is exporting each Frame of the GIF to individual pngs then convert that.


I see... But theres's some recommended software for that? And gistop actually I didn't get 100% of the frames... Confused

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Wed May 28, 2014 9:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Photoshop CS4 has GIF Support you can open up each of the frames from there.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed May 28, 2014 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Where did you get the gif from in the first place?

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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Wed May 28, 2014 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Where did you get the gif from in the first place?


Well... I got it from a Mechcommander website, since I played a lot Mechcommander and I'm working in a mod similar to it... Then I got a few graphics from it. Smile

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gistop
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Joined: 19 Feb 2014
Location: Canada

PostPosted: Thu May 29, 2014 2:00 am    Post subject: Reply with quote  Mark this post and the followings unread

ummm... does it have correct lighting?

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warlock
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Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Thu May 29, 2014 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, indeed... I think... Fits quite well... The problem are the animation frames... :/

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E1 Elite
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Joined: 28 May 2013

PostPosted: Thu May 29, 2014 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

For proper buildings, you need buildup, damaged frames, remap and shadow frames separated
from the main image. Correct colors like shadow to 2nd color in its palette. Choose correct palette
by game/theater (better to use masked palette). Then import to SHP Builder and do corrections.

Anim is not a problem - attaching a quick import. Converted to png, added empty shadow frames
and imported to make shp anim. Didn't do any corrections.



windmill_a.zip
 Description:

Download
 Filename:  windmill_a.zip
 Filesize:  70.8 KB
 Downloaded:  24 Time(s)


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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Fri May 30, 2014 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
For proper buildings, you need buildup, damaged frames, remap and shadow frames separated
from the main image. Correct colors like shadow to 2nd color in its palette. Choose correct palette
by game/theater (better to use masked palette). Then import to SHP Builder and do corrections.

Anim is not a problem - attaching a quick import. Converted to png, added empty shadow frames
and imported to make shp anim. Didn't do any corrections.


Thanks E1 Elite! Very Happy

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Fri May 30, 2014 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

warlock wrote:
E1 Elite wrote:
For proper buildings, you need buildup, damaged frames, remap and shadow frames separated
from the main image. Correct colors like shadow to 2nd color in its palette. Choose correct palette
by game/theater (better to use masked palette). Then import to SHP Builder and do corrections.

Anim is not a problem - attaching a quick import. Converted to png, added empty shadow frames
and imported to make shp anim. Didn't do any corrections.


Thanks E1 Elite! Very Happy


Unless it's going to be Civilian building, then buildup is not important, because it's placed on the map at the start.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 30, 2014 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

gistop wrote:
ummm... does it have correct lighting?

lighting seems ok enough, but camera is using perspective and not orthogonal view like everything else ingame.

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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Sat May 31, 2014 1:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
warlock wrote:
E1 Elite wrote:
For proper buildings, you need buildup, damaged frames, remap and shadow frames separated
from the main image. Correct colors like shadow to 2nd color in its palette. Choose correct palette
by game/theater (better to use masked palette). Then import to SHP Builder and do corrections.

Anim is not a problem - attaching a quick import. Converted to png, added empty shadow frames
and imported to make shp anim. Didn't do any corrections.


Thanks E1 Elite! Very Happy


Unless it's going to be Civilian building, then buildup is not important, because it's placed on the map at the start.


Yes, actually will be a civilian structure... An Eolic Windmil... Supposelly... And I already try to code it... But the game crashes... :/

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat May 31, 2014 11:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

post the code

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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Sun Jun 01, 2014 2:02 am    Post subject: Reply with quote  Mark this post and the followings unread


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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Sun Jun 01, 2014 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
post the code


Here you go:

Artmd.ini

Code:
[WINDMILL_A]
Foundation=1x1
Height=3
ExtraDamageStage=false
NewTheater=yes
Palette=unittem
SolidHeight=3
Remapable=no
MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base
MuzzleFlash1=10,10
MuzzleFlash2=0,5
MuzzleFlash3=20,-10
MuzzleFlash4=-10,5
MuzzleFlash5=0,20
MuzzleFlash6=10,15
MuzzleFlash7=-20,30
MuzzleFlash8=5,35
MuzzleFlash9=35,-5
OccupyHeight=5


Rulesmd.ini

Code:
[WINDMILL_A]
UIName=NOSTR:Windmill
Name=Windmill
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
RadarInvisible=yes
Points=5
Armor=civ_concrete;concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
BaseNormal=no

CanBeOccupied=no
CanOccupyFire=no
UC.PassThrough=0.01
UC.FatalRate=1.0


This is what I used... :/

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 01, 2014 1:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

WINDMILL_A is the ActiveAnim, yet used as the building.
Quite obvious the code doesn't work.
Look at other buildings and how they work.

you need
art.ini
;the actual building
[WINDMILL] ;an invisible dummy
Height
Foundation
...
ActiveAnim=WINDMILL_A

;the activeanim
[WINDMILL_A]
LoopCount=-1
LoopStart=0
LoopEnd=16 ;if it still has 16 frames for the anim
Rate=300
; and the other necessary keys to make it look right

rules.ini
[Animations]
xxx=WINDMILL_A

[WINDMILL]
the usual building code

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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Sun Jun 01, 2014 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
WINDMILL_A is the ActiveAnim, yet used as the building.
Quite obvious the code doesn't work.
Look at other buildings and how they work.

you need
art.ini
;the actual building
[WINDMILL] ;an invisible dummy
Height
Foundation
...
ActiveAnim=WINDMILL_A

;the activeanim
[WINDMILL_A]
LoopCount=-1
LoopStart=0
LoopEnd=16 ;if it still has 16 frames for the anim
Rate=300
; and the other necessary keys to make it look right

rules.ini
[Animations]
xxx=WINDMILL_A

[WINDMILL]
the usual building code


Thanks Lin... That was very helpful! Very Happy

EDIT: Sorry, but the building is frozen... Doesn't move... Sad

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Jun 02, 2014 5:33 am    Post subject: Reply with quote  Mark this post and the followings unread

- better to have 6 frames in windmill.shp to represent damaged and shadow frames
- windmill.shp frame's width/height should match with windmill_a.shp frames.
- confirm xxx=WINDMILL_A under [Animations] with an unused xxx number in rules code
- try adding ActiveAnimZAdjust=-100 to [WINDMILL] art code
- use LoopEnd=15 under [WINDMILL_A] art code

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 02, 2014 7:04 am    Post subject: Reply with quote  Mark this post and the followings unread

warlock wrote:
Sorry, but the building is frozen... Doesn't move... Sad

show latest code?


E1 Elite wrote:
- windmill.shp frame's width/height should match with windmill_a.shp frames.

not necessary. WINDMILL.SHP can be 1x1 pixel with 6 empty frames.

E1 Elite wrote:
use LoopEnd=15 under [WINDMILL_A] art code

It has 16 frames, thus LoopEnd=16 is necessary. The game counts from 0 and the specified frame is the one that is not played anymore, thus the last played loop frame is 15.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Jun 02, 2014 9:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Agreed LKO, thanks. Will have to adjust LoopEnd for the last frame, in my private INIs including original definitions.

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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Mon Jun 02, 2014 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
warlock wrote:
Sorry, but the building is frozen... Doesn't move... Sad

show latest code?


E1 Elite wrote:
- windmill.shp frame's width/height should match with windmill_a.shp frames.

not necessary. WINDMILL.SHP can be 1x1 pixel with 6 empty frames.

E1 Elite wrote:
use LoopEnd=15 under [WINDMILL_A] art code

It has 16 frames, thus LoopEnd=16 is necessary. The game counts from 0 and the specified frame is the one that is not played anymore, thus the last played loop frame is 15.


Solved, is working fine now... The problem was the "LoopEnd="... Now is fixed! Very Happy Thanks again LKO! Very Happy

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