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How to Create an "animated Sprite" with bigger than 4096 pixels? #463157
11/18/16 15:42
11/18/16 15:42
Joined: Jan 2012
Posts: 39
B
BySharDe Offline OP
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BySharDe  Offline OP
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Joined: Jan 2012
Posts: 39
As 128*32= 256*16=4096, an animated sprite(image+16.tga , image+32.tga) can only support 16 frames of 256*256 sprites,
which the total frames account is quite not enough.
Is there a method to handle a 8192 pixels BMAP, which contains 32*(256*256) frames?
Or we should construct our own functions.

Re: How to Create an "animated Sprite" with bigger than 4096 pixels? [Re: BySharDe] #463158
11/18/16 15:55
11/18/16 15:55
Joined: Feb 2011
Posts: 124
Germany Nrw Herford
HenWoll Offline
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HenWoll  Offline
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Posts: 124
Germany Nrw Herford
im undestand your question.
tested this with a 20+ sprite
and i have nothing problems


the result is 8000. its other 4096 ^^

Last edited by BlackJack; 11/18/16 15:56.
Re: How to Create an "animated Sprite" with bigger than 4096 pixels? [Re: HenWoll] #463159
11/18/16 16:23
11/18/16 16:23
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
If you'll set 'warn_level' to 6, you will get the error. But it's ok, when you'll publish your project, such errors won't appear. You could code your own way to use animated sprites too (like in some other engines where they use sprite sheets, so they cycle vertically too).

Quote:
Warning W1108: Oversized texture

This texture size is not supported on many target systems. This warning is issued with textures bigger than 4096x4096 pixels if the warn_level variable is set to 3 or above. Unless you need a big texture size for sky cubes or sprite animations, avoid textures above 1024x1024.


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Re: How to Create an "animated Sprite" with bigger than 4096 pixels? [Re: HenWoll] #463163
11/19/16 04:42
11/19/16 04:42
Joined: Jan 2012
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BySharDe Offline OP
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BySharDe  Offline OP
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Joined: Jan 2012
Posts: 39
Originally Posted By: BlackJack
im undestand your question.
tested this with a 20+ sprite
and i have nothing problems


the result is 8000. its other 4096 ^^


Hej, dude. I tested on my snippet of your "test+20.png" sprite, and still meet my mentioned problem. My code is here.
Code:
#include <acknex.h>
#include <default.c>

action explosion()
{
	my.ambient = 100;	
	while(1) 
	{
		while (!key_e) 
			wait (1);
		for (my.frame=0; my.frame<20; my.frame += 1.0 * time_step) 
			wait (1);
	}
}

function main()
{
	vec_set(sky_color,vector(100,100,100));
	level_load(""); 
	ent_create("test+20.png", vector(800,0,0), explosion);
}



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