Topic: idle animation
chuckw |
Posted at: 2010-04-23, 21:17
I'll look more closely at the lumberjack for examples. By "bob programs" are you referring to their corresponding conf file or something else? And is it something a graphician (i.e. non-coder) could/should experiment with? I see little people. Top Quote |
ixprefect |
Posted at: 2010-04-24, 13:00
Yes, I'm referring to the conf file. For example, in the barbarians' lumberjack's conf file, you find a program called [chop]. Feel free to experiment with that, change animations, etc. Of course, there is a limited set of commands available (which should be documented somewhere, though I don't remember the link). To extend them, changes to the source code are needed, but e.g. changing some animations around is not a problem. Top Quote |
Kiscsirke |
Posted at: 2010-04-24, 19:55
Okay, I uploaded a MNG branch up to launchpad. It has working MNG decoding, and I converted most of the barbarian tribe's files to mngs. I'd be happy if you guys tested whether it
Note that you should test with games with only barbarians, because only they are converted so far. (For me the speed increase is significant, at least 3x as fast). Dwarik: If you'd like to try to bring the code into shape, you are welcome to do so, but be aware that it's pretty undocumented and ugly so far, it's more like a proof-of-concept. But nowadays I won't have the time to work on it, so any help is welcome Sooo you can find it here. Edited: 2010-04-24, 21:59
Top Quote |
chuckw |
Posted at: 2010-04-25, 18:58
I think I'm beginning to understand the current capabilities with the conf file. I pushed a branch with multiple animations for the barbarian farmer. You can find it at https://code.launchpad.net/~chuckw20/widelands/Add_new_barbarian_farmer_worker
I would LOVE to get my hands on any doc about the conf file. Heck, I'll even search the source code if I knew where to start to look.
dwarik: I'd like to discuss what features may require source code changes. I'll try to lay out my "wish list" and will post it here in a couple days or sooner if that's okay with you. I see little people. Top Quote |
chuckw |
Posted at: 2010-04-25, 20:14
Kiscsirke:
I downloaded your branch and compiled it for linux. Edited: 2010-04-25, 20:14
I see little people. Top Quote |
SirVer |
Posted at: 2010-04-25, 21:14
Nice job Kiscsirke!! I tried too: ./widelands --editor did not start. I tried with a map with only me as barbarians. Best of three: trunk 4.3s (100%), your branch 3.2s (74,4%). So there is a speedup, but not a complete ownage one. Top Quote |
chuckw |
Posted at: 2010-04-26, 20:52
Dwarik: Here is my list of animation-related features that would be desirable:
If any of these features can already be exploited, please forgive my ignorance and let me know how I can put them to use. I welcome your comments and any additional features that might come to mind. I see little people. Top Quote |
Dwarik Topic Opener |
Posted at: 2010-04-27, 20:56
i think many of these goals can be archieved if we allow animation programs/alternate animations and a way to trigger them (set up checks when to go to the next program) the alternate/idle ones will be easy the changing animation depending on target location (rather than walking direction) might get trickier i'll update the blueprint with some of these ideas Top Quote |
SirVer |
Posted at: 2010-04-27, 22:10
We once discussed that resources (coal, iron, fish, gold, granit) should be properties of the triangles, not the fields. This would allow to have directed fishing animations (for example). Eric already implemented some stuff for this: on load the resources are somewhat averaged, but they are not yet true properties of the triangles. Might be worth considering if we should implement this prior to the blueprint; I guess it should not be too difficult. Top Quote |