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FPSC Classic Scripts / how to create an animated menu ?

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Calimero
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Posted: 2nd Aug 2007 20:01
how to create an animated menu ?
Like that : http://www.alia3d.com/ele/trailer2.htm
Thinks

calimero
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Posted: 2nd Aug 2007 22:24
He edited the source code.

I dont know if it is possible to make an animated menu without
editing the source code.
T3h Camp3r T3rr0r1st
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Posted: 3rd Aug 2007 12:46
you could use GIFeditor to make it an animated .gif then add the sound

Camp3r's ROCK don't screw with 'em!
Cheese Cake
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Posted: 3rd Aug 2007 12:53
But FPSC doesnt support .gif it uses as far as i know only:
TGA,
DDS.
vorconan
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Posted: 3rd Aug 2007 13:28
It supports : tga, dds, bmp, jpg and dib

Here's an idea too which I might try later, what about a complex timer system to show the images up? The drawback is it might take a while.


fata error
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Posted: 3rd Aug 2007 15:40 Edited at: 16th Aug 2007 01:26
are any of those formats animatable cos i have flash pro what i made my sig with it exports animations in any form of file
exe,fla.flv,gif,png you name it
rolfy
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Posted: 3rd Aug 2007 16:09
I dont think they did edit the scource code,you may want to look into this.

HUDANIM=X , set the filename x of the animation sequence (exclude #.TGA).

Disturbing 13
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Posted: 4th Aug 2007 09:01
how is this implemented? I'll give it a shot. Like where do I put this?


vorconan
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Posted: 4th Aug 2007 11:45 Edited at: 4th Aug 2007 11:47
I think it just makes a flashing image like in Sinnisoul, .gif isn't supported and none of the other file formats support animation

EDIT - Then again, .png might


Disturbing 13
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Posted: 4th Aug 2007 12:04
i didnt know you could animate a .png


vorconan
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Posted: 4th Aug 2007 12:19
I just checked and you can't, but I went into Flash and you can export image sequences. Every image has 0001,0002 etc. after it aswell, so specifying the original image you exported may work. But that's just theory work I guess.


fata error
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Posted: 4th Aug 2007 23:17 Edited at: 16th Aug 2007 01:26
il have a go in flash pro

edit: nope just a sequence looks like editing the code it is then

btw is the code in fpi?
fata error
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Posted: 4th Aug 2007 23:31 Edited at: 16th Aug 2007 01:27
ok the code is in fpi it would be VERY easy to modify it with 3 second intervals between images the line of code goes like this

:state=2:backdrop=gamecorebackdropsscifigamemenu_background.jpg

it could be


:state=2:backdrop=gamecorebackdropsscifigamemenu_background.jpg,timegreater=3000,state=3
:state=3:backdrop=?/?/?/?.jpg

you have a sequence of jpegs it would work!
pigs can fly
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Posted: 5th Aug 2007 00:58
he must have edited the source code because the menu is either fully animated, contains high quality image sequences or plays a movie...

What I also noticed in the game:
- the guns and characters are bumped and real shaded
- the gun textures are reflective

Must have been a very hard job getting these effects working in FPSC. Congratulations to its creator


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vorconan
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Posted: 5th Aug 2007 02:15 Edited at: 5th Aug 2007 02:16
@Fata Error

I know that png doesn't hold animation as I mentioned in my last post, but what I'm suggesting is that if you export a file called "aaa" in png it will come out with a sequence of images, then if you type "HUDANIM=aaa" in the fpi code, it may work, but it's only theory work, once the updated source code is out, I and a few other (experienced with FPSC, New to DBP) people will edit FPSC and then we can all hopefully add new features.

@PCF

It is edited but not a fully animated image but a 3ds scene like dimoxinil said in his thread.


Disturbing 13
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Posted: 5th Aug 2007 02:47 Edited at: 5th Aug 2007 03:07
Quote: "state=2:backdrop=gamecorebackdropsscifigamemenu_background.jpg,timegreater=3000,state=3
:state=3:backdrop=?/?/?/?.jpg"


@fata error- if you can get this to work then I'd be willing to work with that. It may not be a 3d scene but your monitor is only 2d so pics of an animated 3d scene would work just as well.

EDIT_ I am no scripter by far but I understand some of it and tried to implement it but alas it didnt work. It just negated the whole screen altogether.
Man I'm going to have to learn scripting...but then I might be dangerous,lol.


Inspire
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Posted: 5th Aug 2007 05:45
@ rolfy:

They definitely did edit the source. As far as I know, the HUDANIM=X command can't create something like that, and he also told me he edited it.

Nomad Soul
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Posted: 5th Aug 2007 07:10
Quote: "They definitely did edit the source."


Sorry to break the news to you here Inspire but I'm afraid this isn't the case. You don't have to take my word for it though, check out the E.L.E second video thread (sticky) in the showcase forum. Here is an extract

Quote: "- No, We did´nt modify code, but... I think that we modified all the rest, for sample, all shaders of game are of creation of one's own like ELEbump, ELEwater, ElErefract, etc... We modified the system of creation of scenarios, hundred of scripts, etc..."


You'll see if you visit that thread I have mentioned you as this hadn't been made clear from the first thread which you posted in.

http://forum.thegamecreators.com/?m=forum_view&t=111090&b=25

Source code edits tend to be a nice way to justify things which we don't immediately understand. It's the shader files themselves which have been modified / re-written to produce more stable quality graphics in E.L.E not the engine itself.

As for the animated menus, looks like spending some time looking into how a HL2 3D scene is produced would be a good place to start.

Best
Disturbing 13
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Posted: 5th Aug 2007 07:54 Edited at: 5th Aug 2007 07:56
Quote: "looks like spending some time looking into how a HL2 3D scene is produced would be a good place to start."

lol, not really considering it's nowhere near DBP scripting/codeing. A strait answer from domoxinil would be best, but I don't think that's going to help considering he has that as an 'edge' over all of us that can produce something as near or semi near as professional with FPSC.

Quote: "Quote: "How did you get the menu backdrop video? or how did the 'wrong operation' show up animated? I'm very curious now"

I can´t answer these questions (Internal programming), but the menu isn´t a video, it´s a 3d scene, as the (Half life 2) menu. "


I wouldnt be so sure about altering the source
Quote: ".(Internal programming)"
says diffrent. Like I stated before it would be nice to share the knowlage if something doesnt have to be altered at the source.only way I can think of this working is if you can load a level instead of a bg pic.. is that possible with scripting?


Disturbing 13
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Posted: 5th Aug 2007 19:53 Edited at: 5th Aug 2007 19:55
Sorry for the double post, but I may have an inkling of how this may have been done. When chooseing graphics and such for your buttons I believe the skybox is loaded... meaning that the menu exist within the accual 3d portion of the program already. It loads a blank level with no skybox and relys on graphics to cover this up. I found this to be true by deleteing the line containing the bg pic and saw cursor trails as i've seen in many engines when clipping through walls to see no skyboxes (such as in quake, quake2 ect. ect.) So by this logic, if we can find out what the "construct" level name is that is being loaded we may be able to achive the 'animated scene' background we want. It's just a matter of getting someone who knows where to look.


Cheese Cake
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Posted: 5th Aug 2007 20:53
Disturbing 13.

Thats excellent news!
I will try to look into it myself.
Even though i am not a perfect user with scripts and such.

Everything i would find i'll post it here.
vorconan
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Posted: 5th Aug 2007 22:04
@D13

That's very true since the 3d scene is always there. I'm currently looking through the source to see what can be done about this.



Disturbing 13
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Posted: 6th Aug 2007 01:59
should this work, it will be possible to do so for loading screens and ending screens.
@vorconan- if you could that would severely rock! Thanks


vorconan
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Posted: 6th Aug 2007 02:24
I don't know how Lee found his way through this code. I'm still looking but have reason to believe that it may be the default testlevel scene which is what you will have to edit. This is only a rough assumption at the moment since the code may take a while to get through.



Disturbing 13
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Posted: 6th Aug 2007 02:39
just looking through the files and such I had the same assumption.


vorconan
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Posted: 6th Aug 2007 12:20
Yeah, it's quite a possiblity since the test level is always deleted after use, I'll try it out now.



fata error
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Posted: 6th Aug 2007 15:52 Edited at: 26th Aug 2007 18:05
err you need to edit the gamecore script its in fpi it is very simple
im testing and tinkering with my modified script now

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fata error
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Posted: 6th Aug 2007 16:02 Edited at: 26th Aug 2007 18:05
sorry doesnt work just ended up with a violent crash
vorconan
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Posted: 6th Aug 2007 21:17
No, me and D13 are talking about a 3d scene, not timed imagery to simulate animation.



vorconan
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Posted: 6th Aug 2007 23:57
It won't be scripted, it's just a 3d scene.



TGPEG
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Posted: 7th Aug 2007 00:10
Wow that's a really good video. That guy must have a enough power in his computer to awaken a dead planet

Your signature has been stolen. If you ever want to see it again, come to the cemetary and bring £500,000, oh, and can you get us some cake?
http://www.fpsinsane.co.nr/
Disturbing 13
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Posted: 7th Aug 2007 00:27
if we could just control that scene we'de be in good shape


vorconan
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Posted: 7th Aug 2007 01:14
I've sent you an e-mail about that D13



Airslide
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Posted: 7th Aug 2007 02:52
Maybe you could bypass the initial menu and re-create the menu in the first level? You'd still get the pause menu and such though - and you could move around. Unless you used the pause function, which if an object is in a looped animation shouldn't be stopped. I'd look into that.


Vote today and play the games!
vorconan
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Posted: 7th Aug 2007 03:06 Edited at: 7th Aug 2007 03:15
That's a very good thought Airslide, except there maybe a few flaws, I can't quite work it out yet.



vorconan
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Posted: 8th Aug 2007 20:11 Edited at: 8th Aug 2007 20:12
A 3d scene, and an avi wouldn't be easy, so stop and think before you keep posting all of this apparent scripting knowledge please, just a polite request.

I've know seen you think you know how to make a 3d scene for a menu just by editing a simple script in the gamecore, you are attempting a to make a MMORPG in FPSC.



Disturbing 13
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Posted: 8th Aug 2007 22:51
avi would be acceptable but so far no dice, it's not easily done...lol otherwise we'd have done it.


Airslide
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Posted: 15th Aug 2007 01:21
fata error would you mind downsizing your sig? It stretches my screen....ALOT....


Vote today and play the games!
Silent Thunder
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Posted: 15th Aug 2007 04:50
Quote: "fata error would you mind downsizing your sig? It stretches my screen....ALOT...."

Yes, please downsize it, it doesn't stretch my screen, but it's still really huge and way over the limit.



Click on the picture to order your copy today!
xplosys
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Posted: 15th Aug 2007 16:51
fata,

How long will you make us scroll to read the threads????

I'm sorry, my answers are limited. You must ask the right question.

Butter fingers
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Posted: 15th Aug 2007 21:07
Ok guys, I may have the solution.

I haven't read all of this thread (only the first 10 or so posts), but I had an animated menu in Meat, and it takes a bit of time.

You can load an Avi into the title screen and play it behind the buttons, but as D13 says, you will get mouse trails. The way to get around this, is to load a totally transparent (alpha textured) background, that you can see the video through.

Aertic
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Posted: 15th Aug 2007 23:18
hmmmm... im no pro to scripting but u might need to by this edited version from the creators of ele and get insructions or u could hack in the system like they did chnge it improve it for a year of progrres and so on so on so on i know there is a dummies guide on haccking infact there might be 2 who knows what to do i will say that save up a year and ask the ele team if you could buy a copy of the engine and sell it and so on and do your animated menu all im gonna say is that i want a aminamated menu and i just rememberd that avenging eagle had a spinning eagle in his game "hidden agenda" ask him although he is a animateing genius seen his lizard thing cuz its cool

Working on a game called "siinster" and after e1 of Doom
Disturbing 13
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Posted: 15th Aug 2007 23:28
@Butter fingers-our problem though, is getting the avi to play. How did you achieve this? It's cool that you have the solution to the problem we wish we had,lol(mouse trails).


vorconan
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Posted: 16th Aug 2007 00:51 Edited at: 16th Aug 2007 00:53
To get a video to play easy, just use VIDEO=X. But while a video is playing, nothing else can happen unfortunately. I think I have a solution but I'll have to adjust it first.

@LT

If you bothered to read the whole thread you would have realised that the ELE creators didn't edit the source code. And try to use spell check please.



Nomad Soul
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Posted: 16th Aug 2007 01:34
Lets just take a few minutes to appreciated the fact that butter fingers was actually the first person to achieve an animated menu within FPSC.

http://www.youtube.com/watch?v=nSz1kSHJ6K0

Sounds to me like you've got enough information to do this now.

Stick the VIDEO=X command in the titlepage.fpi which points to desired avi and use a completely transparent / alpha textured background to see the video without experiencing mouse trails.
vorconan
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Posted: 16th Aug 2007 02:01
Quote: "Lets just take a few minutes to appreciated the fact that butter fingers was actually the first person to achieve an animated menu within FPSC."


That's not an animated menu though, it's just a line like this at the beginning of the titlepage.fpi script.





Inspire
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Posted: 17th Aug 2007 19:13
Airslide and I are working this out. I hope to have it sometime next week, but we figured out the general idea of how to do it.

Disturbing 13
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Posted: 17th Aug 2007 21:34
Nice! Then I may wait till later to release my new project demo so this feature can be included.


vorconan
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Posted: 17th Aug 2007 23:45
I think I've got it too, lets see whos first, probably you.



jeffhuys
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Posted: 25th Aug 2007 14:53 Edited at: 23rd Sep 2007 20:13
Show me! SHOW ME!


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