Staredit Network > Forums > Modding Assistance > Topic: Animation Woes
Animation Woes
Jan 19 2010, 2:31 am
By: FoaS  

Jan 19 2010, 2:31 am FoaS Post #1



Hi,

I'm new here. Already got a question.

I am trying to take three buildings (the warp gate, the cybernetics core, and the nexus, because I just grabbed three buildings with overlays) and I am trying to make them look like missile towers with different types of turrets. (I have a tank turret, a siege tank turret, and a goliath turret). It seems to be working well enough. I have replaced all releveant GRP files with versions that are properly aligned. I have basically copied over the Missile Turrets DAT stuff to the three buildings and it looks okay.
The problem I am having, i think stems from the ICE stuff. The missile turret rotates as normal, however, two of the turrets (the cybercore and the nexus) are stuck in the north direction, while the one based off of the warpgate is rotating back and forth for three frames. I think this is because of the selection of buildings i made to do this, or I could be missing something that defines animation. If need be I can post my ICE stuff.



None.

Jan 19 2010, 2:35 am Biophysicist Post #2



I don't know what's happening. Posting the iscript would help.

And don't use ICE. It corrupts stuff. Use PyICE or IceCC.



None.

Jan 19 2010, 2:48 am FoaS Post #3



I'm sorry, i was using the term "ICE" casually. I am actually using the Py Suite

Here's the remade Cybernetics Core
Code
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 174 Cybernetics Core (protoss\gencore.grp)
.headerstart
IsId               174
Type               20
Init               CyberneticsCoreInit
Death             CyberneticsCoreDeath
GndAttkInit       CyberneticsCoreGndAttkInit
AirAttkInit       CyberneticsCoreGndAttkInit
Unused1           [NONE]
GndAttkRpt         CyberneticsCoreGndAttkInit
AirAttkRpt         CyberneticsCoreGndAttkInit
CastSpell         [NONE]
GndAttkToIdle     CyberneticsCoreGndAttkInit
AirAttkToIdle     CyberneticsCoreGndAttkInit
Unused2           [NONE]
Walking           [NONE]
WalkingToIdle     [NONE]
SpecialState1     [NONE]
SpecialState2     [NONE]
AlmostBuilt       CyberneticsCoreAlmostBuilt
Built             CyberneticsCoreBuilt
Landing           [NONE]
LiftOff           [NONE]
IsWorking         CyberneticsCoreGndAttkInit
WorkingToIdle     CyberneticsCoreWorkingToIdle
WarpIn             [NONE]
.headerend
# ----------------------------------------------------------------------------- #

CyberneticsCoreInit:
    playfram               2     # Frame set 0, direction 2
    imgul                 298 0 0     # Missile Turret (Base) Shadow (terran\tmiShad.grp)
    goto                   CyberneticsCoreGndAttkInit

CyberneticsCoreGndAttkInit:
    wait                   125
    goto                   CyberneticsCoreGndAttkInit

CyberneticsCoreDeath:
    playsnd               7     # Misc\ExploLrg.wav
    imgol                 334 0 0     # Building Explosion (Large) (thingy\tBangX.grp)
    wait                   3
    liftoffcondjmp         CyberneticsCoreLocal00
    lowsprul               273 0 0     # Terran Building Rubble (Small) (thingy\RubbleS.grp)
    wait                   1
    end

CyberneticsCoreLocal00:
    wait                   1
    end

CyberneticsCoreAlmostBuilt:
    playfram               1     # Frame set 0, direction 1
    goto                   CyberneticsCoreGndAttkInit

CyberneticsCoreBuilt:
    imgol                 176 0 0     # Cybernetics Core Overlay (protoss\gencoreT.grp)
CyberneticsCoreWorkingToIdle:
    playfram               2     # Frame set 0, direction 2
    goto                   CyberneticsCoreGndAttkInit


and the Overlay for said Cybernetics Core as well (which is the turret)
Code
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 176 Cybernetics Core Overlay (protoss\gencoreT.grp)
.headerstart
IsId               175
Type               24
Init               CybrneticsCoreOverlayInit
Death             CybrneticsCoreOverlayDeath
GndAttkInit       CybrneticsCoreOverlayGndAttkInit
AirAttkInit       CybrneticsCoreOverlayGndAttkInit
Unused1           [NONE]
GndAttkRpt         CybrneticsCoreOverlayGndAttkInit
AirAttkRpt         CybrneticsCoreOverlayGndAttkInit
CastSpell         [NONE]
GndAttkToIdle     CybrneticsCoreOverlayGndAttkToIdle
AirAttkToIdle     CybrneticsCoreOverlayGndAttkToIdle
Unused2           [NONE]
Walking           [NONE]
WalkingToIdle     [NONE]
SpecialState1     [NONE]
SpecialState2     [NONE]
AlmostBuilt       CybrneticsCoreOverlayAlmostBuilt
Built             CybrneticsCoreOverlayBuilt
Landing           [NONE]
LiftOff           [NONE]
IsWorking         CybrneticsCoreOverlayBuilt
WorkingToIdle     CybrneticsCoreOverlayBuilt
WarpIn             [NONE]
Unused3           [NONE]
StarEditInit       CybrneticsCoreOverlayBuilt
Disable           CybrneticsCoreOverlayAlmostBuilt
Burrow             [NONE]
.headerend
# ----------------------------------------------------------------------------- #

CybrneticsCoreOverlayInit:
    playfram               0x00     # Frame set 0
CybrneticsCoreOverlayBuilt:
    wait                   1
    turnlcwise
    goto                   CybrneticsCoreOverlayBuilt

CybrneticsCoreOverlayDeath:
    wait                   1
    end

CybrneticsCoreOverlayGndAttkInit:
    wait                   1
    attack
    gotorepeatattk
    sigorder               1
    wait                   13
    ignorerest
CybrneticsCoreOverlayGndAttkToIdle:
    goto                   CybrneticsCoreOverlayBuilt

CybrneticsCoreOverlayAlmostBuilt:
    wait                   125
    goto                   CybrneticsCoreOverlayAlmostBuilt


as I said, I basically copied out the Missile Turret (base) and Missile Turret (turret) for the different parts.
If need be I can hand you my MPQ file, it is not very large.



None.

Jan 19 2010, 1:13 pm FoaS Post #4



Okay, update.

I got the different turrets to rotate, but the buildings still want to use frame 0, instead of frame 2.



None.

Jan 19 2010, 7:29 pm FoaS Post #5



HAHA, im a dummy.

I had the scripts file name iscripts.bin not iscript.bin... all is well, now.



None.

Jan 23 2010, 6:33 pm FoaS Post #6



I'm just going to leave this here...




None.

Jan 23 2010, 6:40 pm CecilSunkure Post #7



Those are sweet! And, those shadows are ginormous lol

Good work!



None.

Jan 23 2010, 6:47 pm FoaS Post #8



Thanks.
Lol, yeah. I had tried making shadows that would emulate multiple light sources. Turns out shadow-transparency is a binary state (either its on or its off). Meaning that the different levels of transparency were lost. No big, just gotta change my shadow creation technique.

EDIT:
Shadow has been made more reasonable


Post has been edited 1 time(s), last time on Jan 23 2010, 6:56 pm by FoaS.



None.

Jan 24 2010, 1:59 am Sand Wraith Post #9

she/her

Tau Hammerfish[?].

If you intend to port more, use Chaos Defiler.




Jan 24 2010, 2:04 am CecilSunkure Post #10



What about adding more than one shadow to the unit? When units are stacked in game, their shadows overlap and show stacked levels of lighting.



None.

Jan 24 2010, 6:04 am FoaS Post #11



Nah, I'm just converting the tau as they are my favorite. Just having some fun is all.

I could try adding more than one shadow, but its not worth it in my mind. The particular reason is because of the way that starcraft mirrors the images - shadows that stretch out would be too obvious when they flip sides.



None.

Jan 24 2010, 4:40 pm FoaS Post #12



Hello Firewarriors




None.

Jan 24 2010, 5:11 pm Polaris Post #13



I like how the Tau tank looks ingame. What program did you use to render it?



If anything cool is ever going on Skype me up under the name "blarghle"

Jan 24 2010, 5:21 pm FoaS Post #14



3ds Max :-).
I need to revise the tank. When i tried doing the firewarrior I discovered that the color scheme was too dark. Since I lightened up the FW I should lighten up the tank for consistencies sake.



None.

Jan 26 2010, 6:32 am FoaS Post #15





Got a new rendition of the fire warriors. And now a broadside walker.
Having the mech move at a rate in time with its leg movements is a bit of a pain >.<



None.

Jan 26 2010, 8:24 am FoaS Post #16



I found out I made a mistake when it came to lighting... gotta rerender the whole slew, now (well, except for buildings).

What i was doing is keeping the lighting rig stationary, but moving the camera around, but since the different cameras were to represent the unit moving around, not the perspective of the camera changing, it ended up looking like the lights would move when the unit rotated. The problem has been fixed.



None.

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[03:36 pm]
Oh_Man -- a program called mapstats I think it's on here to DL
[02:39 pm]
GGmano -- so theres a limit on total triggers on around 80k?
[02:38 pm]
GGmano -- thanks for info anyway
[02:38 pm]
GGmano -- how did you found that out ohh man?
[02:15 pm]
Oh_Man -- mapstats says 80k triggers
[2022-7-02. : 9:37 pm]
GGmano -- maybe its not about the size i guess since its now above 6000 and was saved
[2022-7-02. : 9:05 pm]
GGmano -- just seems like 6000kb is an obstacle not sure
[2022-7-02. : 9:05 pm]
GGmano -- idk it could also be about the map size its like above 6k kb map wont be saved,, 6000kb of triggers no sounds im aware sounds can go beyond that size
[2022-7-02. : 8:51 pm]
GGmano -- heres link for the new release http://www.staredit.net/topic/18475/#1
[2022-7-02. : 8:51 pm]
GGmano -- i now released it after deleting triggers 3 times sadly
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