Omega Power Armour sprite

Oh c'mon, upload the image here guys! Curiosity is a-killing me, and I can't install stuff right now...
 
I would like to automate absolutely the process of animation frame importing, so a user will just have to export animation frames and import them in Sprite Creator, without any additional work, but I need more detailed description of the order of exported images from 3ds max.

Correct me, if I'm wrong.
According to your information, a singe export process of animation frames in 3ds max requires from user the input of following parameters: animation type and direction. Next during the animation and rendering process it exports all animation frames in specified direction.

Does 3ds max allow user to specify initial value for the index appended to file name of the first image in exported image set?

I will describe precisely what I have to know. Please, answer which of following examples can be realized automatically in 3ds max, user will just have to set correct animation type, direction and other camera settings, specify file naming-convention and just click the export button, user must not do anything else.

Example 1:
Let's assume that you exported all frames (for example 2 frames) of a single animation and you did it 8 times for 8 directions required by Fallout Tactics for actor sprites and let's assume that 3ds max generated following files:

om_walk_unarmed_base_nw_0000.png
om_walk_unarmed_base_nw_0001.png
om_walk_unarmed_base_n_0002.png
om_walk_unarmed_base_n_0003.png
om_walk_unarmed_base_ne_0004.png
om_walk_unarmed_base_ne_0005.png
om_walk_unarmed_base_e_0006.png
om_walk_unarmed_base_e_0007.png
om_walk_unarmed_base_se_0008.png
om_walk_unarmed_base_se_0009.png
om_walk_unarmed_base_s_0010.png
om_walk_unarmed_base_s_0011.png
om_walk_unarmed_base_sw_0012.png
om_walk_unarmed_base_sw_0013.png
om_walk_unarmed_base_w_0014.png
om_walk_unarmed_base_w_0015.png

Example 2:
Let's assume that 3ds max does not allow user to specify initial value for the index appended to file name for the first image in exported image set and that you exported all frames (for example 2 frames) of a single animation and you did it 8 times for 8 directions and 3ds max generated following files:

om_walk_unarmed_base_nw_0000.png
om_walk_unarmed_base_nw_0001.png
om_walk_unarmed_base_n_0000.png
om_walk_unarmed_base_n_0001.png
om_walk_unarmed_base_ne_0000.png
om_walk_unarmed_base_ne_0001.png
om_walk_unarmed_base_e_0000.png
om_walk_unarmed_base_e_0001.png
om_walk_unarmed_base_se_0000.png
om_walk_unarmed_base_se_0001.png
om_walk_unarmed_base_s_0000.png
om_walk_unarmed_base_s_0001.png
om_walk_unarmed_base_sw_0000.png
om_walk_unarmed_base_sw_0001.png
om_walk_unarmed_base_w_0000.png
om_walk_unarmed_base_w_0001.png
 
I've just checked if 3ds max can render animation sequences starting from some particular value (for example rendering from 0003, not 0000) in the end of sequence's name. Just for continuity.

Unfortunately Max every new image sequence starts from 0000 value and I can not get around this restriction :|

In regard to image sequence name in 3Ds max exporting process

the second example is true:
om_walk_unarmed_base_nw_0000.png
om_walk_unarmed_base_nw_0001.png
om_walk_unarmed_base_n_0000.png
om_walk_unarmed_base_n_0001.png
...
 
Thanks for the information. In such case I will have to add another import function ( :( additional work, especially in case of color reduction function) which will allow a user to import animation frames in selected direction, so the user will have to press the import button 8 times in case of 8 directions.

I made a mistake in the first example. I wrote that it's the correct order of images required by Sprite Creator, however it's not a correct order. You did not correct me, so please make sure whether the second example can really be obtained in 3ds max.
 
Sorry for my abstractedness.
The second example is just like 3dmax was rendering files:
OM_Combat_Minigun_BASE_E_0000
OM_Combat_Minigun_BASE_E_0001
OM_Combat_Minigun_BASE_E_0002
OM_Combat_Minigun_BASE_E_0003...
OM_Combat_Minigun_BASE_N_0000
OM_Combat_Minigun_BASE_N_0001
OM_Combat_Minigun_BASE_N_0002
OM_Combat_Minigun_BASE_N_0003...
OM_Combat_Minigun_BASE_NE_0000
OM_Combat_Minigun_BASE_NE_0001
OM_Combat_Minigun_BASE_NE_0002
OM_Combat_Minigun_BASE_NE_0003...
and so on
 
Darin said:
gunner of shi said:
Can I use your great armor in my mod later?May be FT MOD:Enclave2
And I'll make a new race called Cybro Darin and put your name in the credits list!
Would you agree?

Yes, of course you can use it. Nice race name anyway :P


Pixote, I would recommend you Sprite Creator from Jarekfall's web site. It's quite comfortable in viewing images from sprites.
OK! Don't worry, I will make this race to be the strongest, thank u. :P
Hey, may be you should try my mod later, can I send your email?
 
I'd love to try your mod gunner but for now I'm so busy with some other projects that I don't have enough time for gaming (I even wanted create a campaign to FOT with some of my models, but sadly I had to forget about makin' maps :(
Above all thank you for the interest and wish you successful work on your further mods :)
 
Hi Darin,

congratulations on your finished creature. Can you make this sprite for Fallout 2 (change the angle and possibly size)?
 
Hi :)

I think there is a chance I'll try to do it. Right now I'm working on some stuff to FOT so when I will finish this job and have some spare time, I take care of Omega PA conversion to Fallout 2 engine (but I'll need some help).
 
Hi Darin,

I would like to make sure whether exported image set that makes up an object's animation in one direction has always the same fixed image size regardless of chosen direction?

Do you know what determines the size of every single image in the mentioned previously exported image set?

Does the size depend on size of the largest image in an image set or size of viewport?
 
Hi!

Every image was rendered in fixed size (320x240 px). I chose this universal size because it could hold all needed graphics in all sprite collections (like blood explosion, riddled with bullets and these things).

These images were rendered in this resolution based on camera's viewport.

Hope I've helped :)
 
Hey Jarekfall, if you are thinking of doing some work on sprite creator; I got a few requests:

- Import / export palette, preferably in act format: this should make it easier to recolor sprites via the palette rather than have to recolor them frame by frame in photoshop.

- Duplicate animation sequence: a useful function that would make it easier to create new animation sequences.

- Rename animation sequence: for those frustrating times when you have finished a long sequence only to realise you made a typo.
 
Hi Darin,

May I ask you to send me two batches of images exported directly from 3ds max that make up: om_death_burn and om_death_burn_overlay animations in all 8 directions. If you haven't preserved them then maybe you've preserved them in case of other armour types or in case of other animations?
 
Thank you very much. :D I'm going to start the work on batch import function soon. May I use these files also for demonstration purposes of batch import function in my thesis which is a modified version of Sprite Creator?
 
No problem, thank you you're upgrading Sprite Creator :) About this import function I'm just dreaming of it :wink:
These images are yours, you can do with them what you want.
 
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