Author Topic: [done] animating in a tile-set  (Read 2498 times)

ElimiNator

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[done] animating in a tile-set
« on: 26 March 2012, 16:14:45 »
I thought there was now a way to have objects animating in a tile-set?

Can someone explain how its done?
« Last Edit: 5 April 2012, 18:16:47 by tomreyn »
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softcoder

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Re: animating in a tile-set
« Reply #1 on: 26 March 2012, 23:29:17 »
Just added this in svn. To indicate a model should be animated:

<model path="models/copter_sit.g3d" anim-speed="190"/>

Ishmaru

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Re: animating in a tile-set
« Reply #2 on: 26 March 2012, 23:52:59 »
Hey that's great news! animated tilesets have been in a feature request for a long time!
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wciow

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Re: animating in a tile-set
« Reply #3 on: 31 March 2012, 09:59:44 »
Hey that's great news!

Agreed, I will definitely be using this in my upcoming tilesets  ;)
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Re: animating in a tile-set
« Reply #4 on: 31 March 2012, 23:13:53 »
Oh animation of the tileset, this is a great thing, we have trees that move?

Mr War

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Re: animating in a tile-set
« Reply #5 on: 1 April 2012, 12:09:04 »
this will be great for underwater tile sets - shoals of fish :D

Mr War

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Re: animating in a tile-set
« Reply #6 on: 3 April 2012, 13:14:00 »
If it's an easy add, would be cool to allow multiple animations in tile set, as per unit skills.

Omega

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Re: animating in a tile-set
« Reply #7 on: 3 April 2012, 14:04:16 »
If it's an easy add, would be cool to allow multiple animations in tile set, as per unit skills.
You should already be able to. Use multiple model tags, each with its own anim-speed attribute.
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victorj

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Re: animating in a tile-set
« Reply #8 on: 3 April 2012, 14:21:01 »
this will be great for underwater tile sets - shoals of fish :D
Could have fish and birds in tileset...?

Omega

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Re: animating in a tile-set
« Reply #9 on: 4 April 2012, 00:11:36 »
this will be great for underwater tile sets - shoals of fish :D
Could have fish and birds in tileset...?
Well, hypothetically. If a tileset object was replaced with a model of fish, it would technically work, but only on maps made specifically with that tileset in mind, otherwise the object would likely appear in places it shouldn't (such as fish on land). Birds would be a bit easier I guess, you could have a model have an animated bird appear as well (for example, one of the tree models could also have animated birds, which could be given a large animation to have them appear to fly around the map. However, if that tree appears too often, there'd appear to be way too many birds. Not to mention they'd be all over the place, all flying the same "strokes" (if in random rotations). Not sure if you'd be able to see the bird if the cell the object is on is outside of the camera.

So to answer your question, yes, it's possible, but wouldn't really work that well, so I wouldn't say this is the "solution".
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Ishmaru

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Re: animating in a tile-set
« Reply #10 on: 4 April 2012, 03:12:29 »
Would be better as more stationary animals like grazing cattle, swans/gease in water etc, or rowboats + windmills.
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will

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Re: animating in a tile-set
« Reply #11 on: 4 April 2012, 04:30:44 »
We need a gaia fraction to do animals well

ElimiNator

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Re: animating in a tile-set
« Reply #12 on: 4 April 2012, 16:00:14 »
Would be better as more stationary animals like grazing cattle, swans/gease in water etc, or rowboats + windmills.

All this could work, but it would look dumb if there stood a cow, in your way, AND YOU COULDN'T KILL IT!

Best thing would be a sort of faction build into the tile-set, and animals could spawn randomly in the map (Number specified by mapper).
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Re: animating in a tile-set
« Reply #13 on: 4 April 2012, 19:33:12 »
Glestimals, anyone?
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Ishmaru

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Re: animating in a tile-set
« Reply #14 on: 5 April 2012, 00:47:43 »
Would be better as more stationary animals like grazing cattle, swans/gease in water etc, or rowboats + windmills.

All this could work, but it would look dumb if there stood a cow, in your way, AND YOU COULDN'T KILL IT!

Best thing would be a sort of faction build into the tile-set, and animals could spawn randomly in the map (Number specified by mapper).

I was meaning it as a tempory thing before proper tileset creeps were added.
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will

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Re: animating in a tile-set
« Reply #15 on: 5 April 2012, 06:40:41 »
some animals can fit in a tileset; nemo floating in and out of a sea anemone, for example

wciow

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Re: animating in a tile-set
« Reply #16 on: 5 April 2012, 11:48:22 »
Glestimals, anyone?

Well now that neutral factions in scenarios are possible you can add random Glestimals to a scenario map. If you turn off the AI and give them a simple stop/move/die XML they will run or fly away when spotted.
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Re: animating in a tile-set
« Reply #17 on: 5 April 2012, 14:51:42 »
basically a good idea, but we'd need a new neutral faction, that is neighter visible all-time nor uses a faction-slot

ElimiNator

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Re: animating in a tile-set
« Reply #18 on: 5 April 2012, 14:58:30 »
Did you know that MG added support for multiplayer scenarios?

And maybe not a neutral faction, what I I want bears or lions?
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Ishmaru

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Re: animating in a tile-set
« Reply #19 on: 5 April 2012, 16:53:52 »
basically a good idea, but we'd need a new neutral faction, that is neighter visible all-time nor uses a faction-slot

I don't know if the faction idea is the best way for this since as u said it will need to be hidden and somehow not take up a slot. But also factions have an alliance to a number and if the number is not same then ai will hunt all animals as they are considered "hostile faction" all nutral abimals wpuld be killed off in the first few minutes. Somehow ai will have to be programed to understand the concept of neutral.

Perhapse it should be coded as a randomly placed tileset unit. As then the creatures would be based on the tileset. Like aliens on moon tileset, fish in water tileset, and refugees in annex's tilesets.
Either way nutral creeps should be customizeable
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