Re: [Ship] Terran Battlecruiser (Starcraft)
Posted: Sun Aug 11, 2013 6:48 am
I have uploaded a temporary mirror to Wikisend. Maybe the author will provide a permanent mirror im the future.
Official Forum for FTL: Faster Than Light and Into the Breach
https://subsetgames.com/forum/
I think you can do the animation, but sound? I think the only sound played by a weapon is that being played the instant you fire.tokepoke wrote:I did a final update, after figuring out more about modding weapons. Includes Burst Laser Batteries with art and sound from Starcraft. Also added yamato explosion art since I found out how to do it. The ship is a bit more difficult gameplay wise as lasers are 2 seconds slower to fire, no hull damage bonus or breach chance. Also reduced neosteel armor price to make it a bit harder to get shields by selling the augment (thanks to 5thhorseman's let's play video).
The only thing to be done would be to get the yamato cannon have a few second charge up animation and sound in the firing sequence right before firing, but AFAIK it's impossible to do just by editing the data files. If I'm wrong about this, I would greatly appreciate for someone to point that out.
I believe you are mistaken. Are you editing animations.xml as well as the relevant images? I'm fairly certain Captain's Edition has charge animations longer than that.tokepoke wrote:Yes! I just found out that I can do the animation with <delaychargeanim>, I didn't have a charge animation on the yamato cannon before. Tweaking the number of frames ATM to try to get a smooth animation. A bomb type weapon would not have a projectile, which is the most important visual aspect of the yamato cannon. Thanks for the support though.
Right now I have 27 frames for the weapon strip the last 4 being the firing animation and everything before is the charge-up, which is quite a lot. The animation is a bit buggy, and it seems it picks frame length as a multiple of a base time value, and scales that proportional to the entire charge time (in my case different power levels for the artillery). So there must be a "max frames" for the animation. Does somebody happen to know this value? I can probably find it out by myself through testing. It would be nice to find it out so that I could make each frame of my animation equally long.
EDIT:Nevermind, mimicking the original bomb weapons ratio of charge animation frames to the delaychargeanim value is way more straightforward.
EDIT EDIT: apparently the game can't animate smoothly any more than 4 frames of charging animation (frame no. 0: unpowered, frame no.5 powered) so the highest properly working value for <chargedFrame> is 5, which is a bit disappointing. Adding more frames to the charging animation makes the game lose frames gradually more and more. The game shows the previous frame in place of the lost frame resulting in a double length frame. I started testing with my original 21 frames of charging animation and lost 4 frames ingame, coming down to the eventual 4 frames of charging animation all original game assets use.![]()
Well, I guess the mod can now be officially considered finished.
Yea, I edited both, multiple times. Whenever I forgot to edit the other one, I would notice because the pictures were offset caused by the change of image size and frame count each time. I Frapsed the animations and compared them to the sprites. That's when I first noticed frames missing. Then I started testing with frames that are just big white numbers and came to my result... Maybe I should take a look at Captain's Edition to see how it works.dalolorn wrote:I believe you are mistaken. Are you editing animations.xml as well as the relevant images? I'm fairly certain Captain's Edition has charge animations longer than that.tokepoke wrote:Yes! I just found out that I can do the animation with <delaychargeanim>, I didn't have a charge animation on the yamato cannon before. Tweaking the number of frames ATM to try to get a smooth animation. A bomb type weapon would not have a projectile, which is the most important visual aspect of the yamato cannon. Thanks for the support though.
Right now I have 27 frames for the weapon strip the last 4 being the firing animation and everything before is the charge-up, which is quite a lot. The animation is a bit buggy, and it seems it picks frame length as a multiple of a base time value, and scales that proportional to the entire charge time (in my case different power levels for the artillery). So there must be a "max frames" for the animation. Does somebody happen to know this value? I can probably find it out by myself through testing. It would be nice to find it out so that I could make each frame of my animation equally long.
EDIT:Nevermind, mimicking the original bomb weapons ratio of charge animation frames to the delaychargeanim value is way more straightforward.
EDIT EDIT: apparently the game can't animate smoothly any more than 4 frames of charging animation (frame no. 0: unpowered, frame no.5 powered) so the highest properly working value for <chargedFrame> is 5, which is a bit disappointing. Adding more frames to the charging animation makes the game lose frames gradually more and more. The game shows the previous frame in place of the lost frame resulting in a double length frame. I started testing with my original 21 frames of charging animation and lost 4 frames ingame, coming down to the eventual 4 frames of charging animation all original game assets use.![]()
Well, I guess the mod can now be officially considered finished.