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FPSC Classic Models and Media / .DDS animations

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Bugsy
16
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Posted: 26th Sep 2010 17:35
how many frames can a .dds have?

my smoke effect has been animated to be 32 frames long, and I wanted to know if it could be about that many frames, or how many it can be.

also, how do you make .dds files have proper alpha? because on the first .dds render of my animation, in FPSC, it had no alpha.

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bman332211
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Posted: 26th Sep 2010 17:38
if you want it to have alpha try saving as .tga

Bugsy
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Posted: 26th Sep 2010 23:56
will it still work as a decal?

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bman332211
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Posted: 27th Sep 2010 00:07
yes

General Jackson
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Posted: 27th Sep 2010 00:56
16 frames.
It should work fine with .dds, not sure, and .dds supports alpha.

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Bugsy
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Posted: 29th Sep 2010 04:30
does .dds support "partial" alpha? because the decal has a smoke effect that I wish I could make slowly dissolve.

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bond1
19
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Posted: 29th Sep 2010 04:43
save it in the dxt5 dds format for "partial" alpha.

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Bugsy
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Posted: 30th Sep 2010 00:36
oh, thank you.

is there any way to make sure the animation is centered in the frame? does the impact decal play from the bottom, center, or top in FPSC? when it plays, it looks ugly and shakes all over.

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rolfy
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Posted: 30th Sep 2010 03:30
They play left to right top to bottom, the only way to ensure you place your frames precisely is to use snap to grid, this wont work if you use png with a transparent background with trans at the edges as the edge cant be located for snap, best to output frames as tga if using transparency and convert to dds for export. You could use your eye to place these frames but its not accurate enough and takes too long.
Bugsy
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Posted: 30th Sep 2010 06:40
could I perhaps center it in a series of exported grid-snapped images, animated in flash, and then put them all together one next to the next?

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rolfy
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Posted: 30th Sep 2010 09:08
4x4, nothing else will work
Bugsy
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Posted: 1st Oct 2010 00:25
no, I mean if I were to export the 4x4, would they stay in the same spot playing in FPSC if on export they were all in the same spot in the center of the flash stage?

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rolfy
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Posted: 1st Oct 2010 01:11
Sorry you lost me, what are you creating the sprite images in?
Flash plays anim frames linearly, so I dont get what you mean, are you creating the frames using flash? If so just export these as single images for your sprite frames as long as you dont change the image size then yes all should be same as they are in the Flash frames.
If your anim playback as decal is choppy its because your not placing them exactly using the grid in whatever image editing program your using.
Bugsy
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Posted: 1st Oct 2010 04:34
what size does the .dds use?

I kind of like my hit decals to be bigger.

I create the actual images to go to the pictures in flash, export as a .png sequence, and then beg someone to take the frames and make them a .dds.

what resolution is the .dds image?
how do I make sure the animation plays from a certain spot?
can you download them and take a look, rolfy?

anyways thanks.

imageflock.com/img/1272671763.jpg[/img]
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rolfy
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Posted: 1st Oct 2010 06:36 Edited at: 1st Oct 2010 06:47
Try not to export as png as explained above if you have transparency at the edges the snap wont work and your not going to get precise alignment.
The dds can be any res so long as power of two e.g. 1024x1024 etc.
I usually output 512x512 frames tga and then create a 2048x2048 new file in PS, set the grid to 512, when you copy and paste your files into new file its a simple case of dragging where they go and they snap into place.
When all pasted and aligned, flatten the image and change the scale to 1024x1024 (you can leave this as 2048 if you wish but I dont think that makes the decal bigger in game, you have to change the scale in decal specs, but obviously a larger res means better image if you do scale it).
Copy the layer and create an alpha channel, paste the image into alpha to create transparency layer, save as dds or you can simply leave as tga and FPSC will create a dds for you when you run test game.
The first frame (top left) is the first in your sequence, 1-4 top row, 5-8 second row and so on.
There is no control over changing the animation start it will always play from frame 1, top left.

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Bugsy
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Posted: 2nd Oct 2010 16:46
ok cool well that does sound awfully difficult as I use flash, even for seamlessing my textures, but I guess it's time to learn photoshop.

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Cosmic Prophet
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Location: The Cosmos
Posted: 5th Oct 2010 22:58
Here is a small tutorial on how to make animated decals for FPSC. This is how I do it, Maybe it could help you out some. Includes .bmp, and .psd templates.

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Bugsy
16
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Joined: 24th Nov 2008
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Posted: 8th Oct 2010 00:21
thank you so much cosmic prophet.

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brandx96
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Posted: 4th Dec 2010 03:37
Holy Cow, Cosmic Prophet... you are the best for making that template pic, i don't have a way to 4x4 tile any pics. I have a .mov of a sweet blood spurt and I've longed to use it in FPSC. now I dont need to sacrifice ragdoll for the better blood in airmod

-Brandx96
FPSC 1.17 is amazing.

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