So, I finished up my custom_lava_still.png and I went onto working on the flowing lava, but I am having some difficulties working with making it actually flow =/
So, here is my still lava (it glows in and out like the real Wind Waker lava =3)
Now, the main reason I am having troubles with it is because it is a few hundred frames of animation, while I have to maintain it glowing and have it flow as well. Does anyone have any tips on how to do it? =/
Thanks in advance! <3
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Wind Waker Texture Pack and for Pocket Edition! ~ Texture Pack Central - Large directory of Texture Packs!
From the looks of things, unless you want to spend a night manually cutting and moving things around to add animation, you'll need to use some form of automation to animate the individual frames. Some high-end graphics editors can support automation natively, but I'm not sure about the means of creating macros myself with them.
I do have a tool in development right now, however, that can automatically generate templates for animation. I'm considering giving it the ability to also generate the animations themselves, and I guess I could make it so it can also operate on an already-made animation atlas.
Yeah, the way I created my still water and lavs was exactly that method, creating a template with multiple layers, then moving those layer a pixel, taking a snapshot, pasting it in the animation and continuing on. It takes a long time and it's very repetetive.
Actually, I'm pretty reluctant to continue doing animations for mainly this reason. super time consuming and super tedious.
Your app sounds like a really really excellent tool for texture packers, and I'm sure once completed and released should have its own sticky here.
This program was designed to address directly this -- I was watching Thistle's livestream one night and watching her have to tessellate out a base image to then animate was silly. I can only imagine what doing the water scroll anim was like, heh.
The first pass of the animator is completed, all that's left is to make it operate on an already-completed image, like the image shown in this post. Hopefully, this shouldn't take too long.
However, I am at a bit of a loss here -- your image contains exactly 236 frames of animation, and each frame is 128x128. While I CAN generate animation on this, it wouldn't be smooth. It should still be workable, though. The problem is that since 236 does not fit nicely into 128 in any way, only some frames will scroll. If it was 256, this wouldn't be a problem -- only every other frame will scroll, but with 236 you'll get an average of nearly every other frame scrolling, but there will be a few instances where it scrolls every frame.
This program was designed to address directly this -- I was watching Thistle's livestream one night and watching her have to tessellate out a base image to then animate was silly. I can only imagine what doing the water scroll anim was like, heh.
The first pass of the animator is completed, all that's left is to make it operate on an already-completed image, like the image shown in this post. Hopefully, this shouldn't take too long.
However, I am at a bit of a loss here -- your image contains exactly 236 frames of animation, and each frame is 128x128. While I CAN generate animation on this, it wouldn't be smooth. It should still be workable, though. The problem is that since 236 does not fit nicely into 128 in any way, only some frames will scroll. If it was 256, this wouldn't be a problem -- only every other frame will scroll, but with 236 you'll get an average of nearly every other frame scrolling, but there will be a few instances where it scrolls every frame.
Yea, unfortunately the max for 128x packs are 236 frames of animation, because once you hit 30000 pixels in either direction, you can't even save it as a .png anymore =/
Though, even if it were to go every other frame, it would still look mostly smooth because it goes through all of these frames rapidly.
Like, when the glow initiates, I have it go up by 1% each, it hits 70% opacity, it drops down to normal at 2%, then it darkens by 1%, then goes to normal at 2% again. And both of the animations are smooth, though twice as fast when going back to normal.
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Wind Waker Texture Pack and for Pocket Edition! ~ Texture Pack Central - Large directory of Texture Packs!
I love how you can play the animation by scrolling through it, and to make it easier my mouse allows me to "release" the scroll wheel so that I can set spin to it! I'll never need minecraft again!
You just got me to scroll up and down uncontrollably ._.
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Wind Waker Texture Pack and for Pocket Edition! ~ Texture Pack Central - Large directory of Texture Packs!
Yea, unfortunately the max for 128x packs are 236 frames of animation, because once you hit 30000 pixels in either direction, you can't even save it as a .png anymore =/
Though, even if it were to go every other frame, it would still look mostly smooth because it goes through all of these frames rapidly.
Like, when the glow initiates, I have it go up by 1% each, it hits 70% opacity, it drops down to normal at 2%, then it darkens by 1%, then goes to normal at 2% again. And both of the animations are smooth, though twice as fast when going back to normal.
Honestly, when I tried it in game, it didn't look all that bad, though if you're looking for it you do notice the bits where the lava flows faster than it should. I guess it's workable.
Anyways, the utility is available here: http://www.mediafire.com/?jse3lejn338uqfe Read the readme for directions, and you need the Microsoft .NET Framework 3.5 for it, which sadly makes it Windows-only (Mono might run it but don't get your hopes up). If there's enough interest, I might try to port it to Java for those on Mac OSX and Linux.
Sadly, the animation rate for reanimation can't be changed, so the lava flows pretty slowly. I'll see if there's anything at all I can do about this, but I have my doubts that there are :sad.gif:
idk how to help you. I'm a noob to custom water and lava. :dry.gif:anyone know why my member title was "Carpenter" and now it is The Meaning of Life, the Universe, and Everything...
So, I finished up my custom_lava_still.png and I went onto working on the flowing lava, but I am having some difficulties working with making it actually flow =/
So, here is my still lava (it glows in and out like the real Wind Waker lava =3)
Now, the main reason I am having troubles with it is because it is a few hundred frames of animation, while I have to maintain it glowing and have it flow as well. Does anyone have any tips on how to do it? =/
Thanks in advance! <3
I do have a tool in development right now, however, that can automatically generate templates for animation. I'm considering giving it the ability to also generate the animations themselves, and I guess I could make it so it can also operate on an already-made animation atlas.
"sometimes, wizards are so awesome, it hurts"
For now, I will just play around with it on a small scale and see what I can get done =)
The first pass of the animator is completed, all that's left is to make it operate on an already-completed image, like the image shown in this post. Hopefully, this shouldn't take too long.
However, I am at a bit of a loss here -- your image contains exactly 236 frames of animation, and each frame is 128x128. While I CAN generate animation on this, it wouldn't be smooth. It should still be workable, though. The problem is that since 236 does not fit nicely into 128 in any way, only some frames will scroll. If it was 256, this wouldn't be a problem -- only every other frame will scroll, but with 236 you'll get an average of nearly every other frame scrolling, but there will be a few instances where it scrolls every frame.
"sometimes, wizards are so awesome, it hurts"
Yea, unfortunately the max for 128x packs are 236 frames of animation, because once you hit 30000 pixels in either direction, you can't even save it as a .png anymore =/
Though, even if it were to go every other frame, it would still look mostly smooth because it goes through all of these frames rapidly.
Like, when the glow initiates, I have it go up by 1% each, it hits 70% opacity, it drops down to normal at 2%, then it darkens by 1%, then goes to normal at 2% again. And both of the animations are smooth, though twice as fast when going back to normal.
You just got me to scroll up and down uncontrollably ._.
Honestly, when I tried it in game, it didn't look all that bad, though if you're looking for it you do notice the bits where the lava flows faster than it should. I guess it's workable.
Anyways, the utility is available here: http://www.mediafire.com/?jse3lejn338uqfe Read the readme for directions, and you need the Microsoft .NET Framework 3.5 for it, which sadly makes it Windows-only (Mono might run it but don't get your hopes up). If there's enough interest, I might try to port it to Java for those on Mac OSX and Linux.
Sadly, the animation rate for reanimation can't be changed, so the lava flows pretty slowly. I'll see if there's anything at all I can do about this, but I have my doubts that there are :sad.gif:
"sometimes, wizards are so awesome, it hurts"
Could you possibly send me the animation for the lava for the time being until I can install Windows?
Anyway though, glad the utility is released! <3 Definitely make a thread for this, this seems to be a very useful utility!
Alright, though lacking any half-decent hosting means, I'm going to have to PM it to you... Hold on a minute.
"sometimes, wizards are so awesome, it hurts"
Oh don't worry about it, I sent it to my friend and he did it for me (thanks Spartan!)
Anyway, it works wonderfully, this utility is god-like, thank you!
Meanwhile, I'm going to go make a thread for it.
"sometimes, wizards are so awesome, it hurts"