Frame delay.

PsychoSniper

So Old I'm Losing Radiation Signs
computer.gif



Im wanting to make the frame delay differnt for differnt frames in this FRM. using FRManimator 2.5, where do I endter the delay value per each frame ?

EDIT

Im pretty sure this isnt possible, that the only workaround would be to have the same frame repeated however many times nessacary to get the delay you want, but as this makes the filesize much larger I thought Id ask anyway.
 
I don't think you can set the delay in the FRM file, but this may be doable with a script.

There is an animate_set_frame command. The docs say "This can be used to make lights go to broken lights or to alarm/siren lights, for example. "

There is also reg_anim_animate_forever, which includes a delay. This was used for the monitor in the cathedral. The docs say "Adds a single, in-place animation on an object (what) to an animation sequence-list, at a given delay from the previous animation (delay should always be -1)! This animation will animate continuously until something in the system interrupts it. To be used *very* sparingly, for instance Gizmo’s sign and the ‘pray’ signs in the children of the cathedral (which will have to be toned down)."

What is the file name of that animation?
 
I tried those two commands on comp1.frm, which looks like the one you posted, and the script didn't seem to change the animation at all.
It seems that the animate_set_frame command is really for 2-frame animations like the alcohol still in new reno (has unbroken and broken frames). It is also used to cover grave sites, uncover wells, and drop ropes down holes.

I thought it would work on the comp1.frm, but it seems that that animation just plays no matter what. I don't see any special flags in the prototype. I'm interested in controlling animations this way in scripts, so I'll play around a bit more with these commands. I think I will try to get the big monitor (pray, follow, etc) from FO1 working.

There should be a way to set delays between frames using a simple script too, using a timer event. I'll see if I can make that work later.
 
This animation of colors on monitors and computers is made in one frame.
It uses a set of special colors in frm pallette that blinks.
I'm not that good in graphics, so maybe Wild_qwerty or other specialist will say some more :roll:
 
Ah that explains why the script commands don't work. Interesting. I'd like to know how that works with a single frame. What does one have to do with the color palette to make them blink? Wild_qwerty, can you clue us in on this?
 
Its nice to be wanted :)

But first off are you talkign about Fallout 2's animated palette? For those of you who dont know there are two ways of making an animation in Fallout 2.

1) By having a FRM file contain several frames and using a scritp to cycle through the frames. In all theory the 'speed' can be adjusted by changing the FPS (frames per second), though I have only adjusted this for on a critters 'running' animations.

action.jpg



2) By using colours from the palette that are 'animated'. If you use these colours the fallout 2 should cycle the aniamted colours automaticaly, I have never tried myself though, so I dont really know for certian. The last time I looked at this was 8 months ago ;)

palette6th.jpg


Go to the downloads section and download 'FRM Editor' and open up the Sample.FRM file that comes with it. From there you could always extract the colours
 
What Im talking about is taking the animated gif I postd, and making it a FRM, but I want to alternate the FPS so the red light blinks faster.

I can do it by adding extra frames so certain frames appear to stay on longer, but that would bump up the filesize.
 
PsychoSniper said:
What Im talking about is taking the animated gif I postd, and making it a FRM, but I want to alternate the FPS so the red light blinks faster.

Hmm the one you posted doesn't seem to be animated. But if its a multi-frame animation you're working with, then I think I a script can change the displaying of individual frames. If you post an frm with mutiple frames, I'll try making a script for it.

But wild_qwerty also mentioned an FPS setting here but he didn't mention which tool that was.

If the FPS setting isn't sufficient, it would be easy to use a set_timer_event in a script that does a animate_set_frame command to cycle through the frames.
 
LOL maybe I need glasses. It's just the one red dot that blinks? Maybe you should make that dot bigger, I didn't even notice it.
 
heh you need more on those screens for players to even notice the animations. Or at least what you have needs to be bigger and brighter. I like the screens on comp5.frm and comp6.frm (scenery from FO2).
 
This was mainly meant as a new scenery item, since the standard computer is a static unanimated one.

Im going to try to add in a little more however.....

But those wont get released for a while, either as part of a FRM pack or with the mod itslef.
 
More and different computer screens are a good thing. I love that big screen monitor in the cathedral. I am planning to make a version of that with a bunch of placeholders for custom content on the screens. That will be in the expansion pack but it will be a while before I get to that. Reordering of scenery is going to be weeks of work.
 
Maybe we should work together on this, as I was planing on doing something similar.....


Essently, taking generic scenery items and making several differnt types of it that are animated so mods can have greater choice.
 
I can make protos and any necessary scripts for new scenery and set everything up in the mapper so its ready to use. But I'd want to make it part of this expansion pack. That means its a whole new set of protos for everything (critters, items, scenery, etc) which will not be compatible with old maps. But the payoff for this incompatibility will be large since everything will be easy to find in the mapper.

The item arrangement is looking good, protos are arranged in this order, click "next" to see the ordering (that's the order they appear now in my mapper selector bar). I am redoing the critters now so that there will be 3 protos for each of the 140 unique FRM sets (which already includes the FoT and FO1 critters). They will be weak, strong, and tough versions of each character or critter. Lots of room for customization this way, and ordered nicely. Ordering the scenery will be a big job because there are 1900 images and there are 1700 wall peices too. But I think the time spent in reordering this stuff will be worth it later.

One of the side benefits of ordering stuff contiguously is that I can make new script commands that operate on a set. For example I can make a new command createRandomWeapon(RIFLE) or createRandomTreasure. And with the weak/strong/tough arrangement of critters, it would be easy to script encounters that adjust based on the player's experience level. As you get stronger, so do your encounters ....

I like the idea of adding new contributed art, so if you send me some I'll make it work in the expansion pack. The expansion pack will probably not reach a version 1 for 1-2 months, just to keep expectations realistic. I wouldn't recommend that anyone use it for game development till I get to version 1.0, unless someone wants to help with testing.
 
The program I use for adjusting the FPS is Frame Aniamator, I use this for 100% of all FRM editing, but I do use Gif2Frm for converting FOT art into FRM foramt in batch processes.

I have just about completed converting all the FOT weapons and ammo into FRM format along with the FOT leather armourand some improved version of the environmental armour.

I have also found a few more projectile animations and will be converting these into FRMs soon

The other thing I will be converting will be the FOT impact effects, which are in short the FOT explosions etc... These tend to be a lot bigger than the original FO2 ones

Hope fully will have these done in a day or so, but i will then need to rename them into 8 + 3 format. Any volunteers to rename all these files? There are couple of hundred probably :)
 
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