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Re: 2D questions [Re: Espér] #403511
06/21/12 14:35
06/21/12 14:35
Joined: Feb 2009
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Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Skin U/V

Re: 2D questions [Re: Rei_Ayanami] #403515
06/21/12 15:06
06/21/12 15:06
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
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Espér  Offline OP
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yes
but when i sue the sprite as skin.. it always is shown conpletely on the quad normals.. and not only a 32*32 pixel part, or frame_x*frame_y part of it smirk


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Re: 2D questions [Re: Rei_Ayanami] #403520
06/21/12 15:18
06/21/12 15:18
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HeelX Offline
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You could create a custom datastructure that stores individual bitmaps for each direction and animation. Ingame, you would calculate what bitmap you take and assign it's pointer to ->skin1 pointer of the Material of the character, which you then use in a shader as texture.

Skin UV shifting is possible, but dependent on your size of one (1) image, your input texture could 1) exceed the power of 2 texture constraint and 2) could exceed the max. texture size of the users machine. The bandwith usage would be also higher.

Re: 2D questions [Re: HeelX] #403523
06/21/12 15:25
06/21/12 15:25
Joined: Mar 2008
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Baden Württemberg, Germany
Espér Offline OP
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Espér  Offline OP
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but wouldn't is kill the fps if i animate a macimum of 30x30x7 animated tiles + same amount of events via ent_setskin??


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Re: 2D questions [Re: Espér] #403531
06/21/12 16:34
06/21/12 16:34
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HeelX Offline
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No, you wouldn't use ent_setskin, but you would do it like this (attention: pseudcode!):

Code:
MATERIAL* mtl_complexsprite =
{
    effect = "complexsprite.fx";
}

action myAction ()
{
    my->material = mtl_create();
    effect_cpy(my->material, mtl_complexsprite);
    // ...copy other parameters from mtl_complexsprite...
    
    // load bitmaps from file or the like

    while (!my->destroyed)
    {
        // gets bitmap for current rotation and animation
        BMAP* b = getMyBitmap(my);

        // assign to shader
        my->material->skin1 = b;
        
        // shady shade shade!
        
        wait(1);
    }
    
    ptr_remove(my->material);
    ptr_remove(my);
}



Last edited by HeelX; 06/21/12 16:35.
Re: 2D questions [Re: HeelX] #403532
06/21/12 16:49
06/21/12 16:49
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Espér Offline OP
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Espér  Offline OP
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but this means i need to now how to
1. code a shader
2. merge it with normalmapping
3. cut all the rpg maker ressources into single frame bitmaps(?!)

am i right?


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Re: 2D questions [Re: Espér] #403533
06/21/12 16:49
06/21/12 16:49
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HeelX Offline
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Yes.

Re: 2D questions [Re: HeelX] #403534
06/21/12 16:51
06/21/12 16:51
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Baden Württemberg, Germany
Espér Offline OP
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Espér  Offline OP
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that's not really what i wanted..
cause i want the rpg maker ressources to stay like the are, to make it easier to use ._.

don't get me wrong
it's easy to create a bitmap splitter inside the importer tools to split a 4x4 characterset into 4 1x4 framelines

But that disables the ability to select a specific frame pattern of a characterset like in rmxp. And think of autotiles. Autotiles are based on 48 tiles. If you just import 10 nom animated autotiles, you will get 480 bitmaps smirk

and i'be no idea how to write a shader or how to merge shaders together (i tried to learn it from the manual for 8 months and gave up cause i couldn't write it into my brain)

Isn't there a solution to get that window effect without cutting the ressources?

Last edited by Espér; 06/21/12 17:13.

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Re: 2D questions [Re: Espér] #403536
06/21/12 17:23
06/21/12 17:23
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HeelX Offline
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If you would have said that what you wanted in the first place, we could have responded in a more straight forward fashion. Though, I still don't know how rpg maker works and how it saves things, but I am almost certain that it is possible to write a Lite-C program that works with your rpg maker stuff. As I said, I wouldn't rely on Panels, use sprites/quads with a custom made shader for that.

You have as always two options: Try to do it on your own (learning by doing) and if this doesn't work out for you, ask someone who does it for you, either free or paid.

Can you show us some example pictures of how your tilesets look like?

Re: 2D questions [Re: HeelX] #403538
06/21/12 17:50
06/21/12 17:50
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Germany, Magdeburg
Rei_Ayanami Offline
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I wouldn't use "simple" sprites either, btw. I am not sure, but I guess having a few hundred sprites (and thus a few hundred entities) will be quite slow - I would at least try to merge same tiles.

(I would go for the draw_quad solution, drawing them, applying a shader, putting them on the final image. This is not the fastest solution, but well, Gamestudio is a 3D Engine ;))

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