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SHP max frame count?
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue May 12, 2015 10:28 pm    Post subject:  SHP max frame count? Reply with quote  Mark this post and the followings unread

I plan to make a huge animated billboard, the animation counts around 6500 frames without empty shadows. Can SHP Builder import a 13000 frame shp? Or can it copy 6500 empty frames to the animation?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 13, 2015 7:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't know about the limits, but if everything fails, you can still create 10 separate 1000 frames SHPs and then use Next= to connect them ingame.

Are you sure, so many frames are really necessary? Do you plan to show a complete movie on a drive-in cinema ingame?

With 6500 frames, you can show ingame a 4.3 minutes long animation (with 25 fps). Which player will ever look at the same billboard for such a long time?
During that, whole games have been won and lost.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed May 13, 2015 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

it is limited to RAM. when i try to copy the same amount of empty frames it says out of memory

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed May 13, 2015 10:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Try Mixer instead?

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed May 13, 2015 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Mixer is better idea to try as only memory is the handicap here and shp builder isn't too efficient with memory (any large shps make it lag real bad). I sure hope its paletted already or the process is way heavier to import (thus slow).

Still amount of frames is quite high, may turn into performance problem (memory and game speed wise) even if works. I'd seriously rethink it a bit.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed May 13, 2015 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Max as of now - SHP Builder 9800 frames. XCC Mixer 1000 frames.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed May 13, 2015 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Fri Nov 12, 2021 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting but mine is more complex I can't make it synchronize because I want the music and image run together and right now it's somehow if image not too slow or too fast, I can't get the acceptable medium. The game doesn't even know the rate in between 450-600

So if I put as 451-599 it counts as 600
450 is too slow
600 is too fast.

I have no idea how to get the gif from 25 fps to matching with this game. Its around 32 seconds long. From Aseprite and Photoshop it says 32 sec but in the game it plays like 20 seconds.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Fri Nov 12, 2021 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting but mine is more complex I can't make it synchronize because I want the music and image run together and right now it's somehow if image not too slow or too fast, I can't get the acceptable medium. The game doesn't even know the rate in between 450-600

So if I put as 451-599 it counts as 600
450 is too slow
600 is too fast.

I have no idea how to get the gif from 25 fps to matching with this game. Its around 32 seconds long. From Aseprite and Photoshop it says 32 sec but in the game it plays like 20 seconds in total.

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