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Ship frames adjustments

#1 User is offline   Insomniac 

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Posted 17 July 2003 - 11:28 PM

I am currently making a scenario for Ares that will take advantage of its multiplayer capabilities.

All the sprites are ready for Ares. They are all in neat 6x6 or 8x8 squares.

(The following information I figured out on my own, so correct me if I'm wrong)

Unfortunately, we have encountered difficulties. Ares supports ships with 1 frame to 360 frames, But a certain field must be filled in order for Ares to use all the frames, called: Rotation Resolution. This field operates by taking the overall rotation of 360 degrees and dividing it by the number of frames in your ship. The resulting number is placed in this field. So the sprites in the original scenario work fine (24 frames) 360 divided by 24 = 15, and 15 is the number that is used for the original Ares sprites. And most of these ships can work the same way, 360/36=10. And it looks beautiful. But, the larger ships use 64 frames, not 36, which brings me to the point that 64 cannot be divided into 360 without a remainder. Now you would think, "Simple, I'll just punch in 5.625, and it will still be a perfect rotation! " but you'd be wrong. Hera apparently doesn't support decimals in this field.

Now, technically, I could delete every 16th frame, bump them all together toward the top, set it to 8 rows with 60 frames total, and then just set the field to 6. But I've tried and takes far too much work and it ends up looking sloppy.
So, unless I can figure out a way to make 64 frames work, this project is pretty much screwed.

Any suggestions?
Don't suggest redoing the ships.


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#2 User is offline   Pallas Athene 

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Posted 18 July 2003 - 01:52 PM

64 frames *won't* work, so you'll either have to delete frames or rerender them with 72 frames (or something). The rotation resolution is stored in an 8-bit integer, not a float, so you'll have to find some way to make the numbers fit.

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#3 User is offline   jasonhe 

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Posted 02 August 2003 - 04:22 AM

I think Pallas Athene is right.

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