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Animated Sprites #149626
08/22/07 03:59
08/22/07 03:59
Joined: Aug 2007
Posts: 1
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Reaper_of_Souls Offline OP
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Reaper_of_Souls  Offline OP
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I have 150 still frames of the sprite that needs to be animated.

I have place it into the game engine and when I build and Run it, it says Bad Size.

I have followed the tutorials to the bottom line, and I still can't figure out why I get Bad Size and what it actually means

Any help would be greatly appreciated

Regards

Mike

Re: Animated Sprites [Re: Reaper_of_Souls] #149627
08/22/07 06:12
08/22/07 06:12
Joined: Mar 2007
Posts: 677
0x00000USA
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MrCode Offline
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MrCode  Offline
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From the manual:

Quote:


Error E1112: Bad size
The bitmap file contains a wrong texture size.





I suggest that you take a look through the manual about your problems before you post on the forums.

Also, a better method for an animated sprite that long is to split it up into multiple animated sprites (like one for every 50 or so frames) and use ent_morph to switch to the next sprite when the animation has reached its end.


Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}
Re: Animated Sprites [Re: MrCode] #149628
12/15/07 15:37
12/15/07 15:37
Joined: Jul 2006
Posts: 65
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Tristan3D Offline
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Tristan3D  Offline
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Which does not answer anything, MrCode. I did checked back to the manual and found the "explanation" of this Error Code... but: I got the same problem. I got a Sprite Animation with 52 frames (including Frame 0) and a total size of 1024x128 - and still get this "Bad Size" Message. Because the Texturesize of that sprite are in powers of 2, it has the right size... still get this error message. So what do I have to do about it? I believe I need somekind of code to get this running - but if so: Why does it not be mentioned within the manual? And if there is an explanation about implementing sprite animations within a game level - where to find? The overall entity explanation with the +x Frames tip and the hint with this error code is obviously not enough to get this (I pressume) simple task done.

Can you help me about that?

thanks.

Re: Animated Sprites [Re: Tristan3D] #149629
12/15/07 19:42
12/15/07 19:42
Joined: Jan 2007
Posts: 1,619
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Scorpion Offline
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Scorpion  Offline
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you should play around a bit to get, when the engine shows that error message and then you can also guess what is the mistake that causes that error...(maybe its not the bad texturesiez at all)

i would try to split it till it works (or make a little animation code your self that morphs it by every frame)

Re: Animated Sprites [Re: Scorpion] #149630
12/15/07 21:56
12/15/07 21:56
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Posts: 4,264
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I recall I tracked down a prob like this by using existing anim sprites like explosions and replacing their frames with mine untill I got the aspect ratio right I think.
Plus, maybe the anim needs to have +150 or something, just grabing at straws from distant memories here.

Re: Animated Sprites [Re: Nems] #149631
12/16/07 20:41
12/16/07 20:41
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Tristan3D Offline
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Tristan3D  Offline
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Germany

thanks guys

Slin told me they have to be in good ratio. E.g. 60*20 - mine got (downgraded) 60*19.2 - which is wrong. The Power of 2 rule don't apply here - and slin was right - after I corrected the ratio, everything worked fine.

This is not mentioned within the manual - but it should be in my opinion... 'cause this information would have been safed some headaches

Re: Animated Sprites [Re: Tristan3D] #149632
12/19/07 06:26
12/19/07 06:26
Joined: Aug 2006
Posts: 128
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Impaler Offline
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Impaler  Offline
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Papua New Guinea
How did you get the animation to run at all with that texture size and 52 frames? The sprite frames should be square(I think), so a size of 1024x128 would only give you 8 frames, and 52 isn't even divisible by 8!


Murphey's Law:
<< if anything can go wrong, it will >>

(Murphey was an optimist).
Re: Animated Sprites [Re: Impaler] #149633
12/19/07 13:24
12/19/07 13:24
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Posts: 65
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Tristan3D Offline
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Tristan3D  Offline
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Joined: Jul 2006
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it's 1040x64 now and it has 52 Frames (works smooth and fine).

Dunno the exact specifications, but it works (it's a candleflame flickering around a bit).


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