New Amber - for PC, Linux or OS X

A forum for discussing map making ideas and problems for the Myth series.
Industry
Posts: 303
Joined: Fri Mar 19, 2004 3:47 pm
Location: Alaska

Post by Industry »

Tag Header, Collection Header, Color Table, Hue Changes, and Low Level Shapes (for sequences) finished.

Remaining: Bitmaps, Shadows, Sequences, Preview Animation, and Saving.


It won't have the old Amber's Extractor Plate Feature since I have no idea what they do, and I'm fairly certain no-one outside of Bungie could ever use it.

Give me feature requests. I know someone (Graydon) wanted to be able to preview alpha channel stuff. What else?
User avatar
ChrisP
Posts: 977
Joined: Fri Mar 12, 2004 10:57 pm
Location: Upstate New York

Post by ChrisP »

My request, for now, is that this gets done soon. :P
User avatar
oogaBooga
Posts: 600
Joined: Mon Mar 29, 2004 2:38 am
Location: Fremont, CA

Post by oogaBooga »

Will i be able to import sequence bitmaps like in amber?

Dont forget to include some of the handy shortcuts amber had, like holding down apple or shift or option (i forget which does which) when aligning sequences by hand. Keep up the good work!
-ooga
Image
User avatar
capital
Posts: 592
Joined: Wed Mar 31, 2004 9:15 pm

Post by capital »

what language are you coding in?
Industry
Posts: 303
Joined: Fri Mar 19, 2004 3:47 pm
Location: Alaska

Post by Industry »

Perl (with Tk)
User avatar
Point
Posts: 1804
Joined: Mon Mar 22, 2004 12:58 pm

Post by Point »

big time suggest up the level of color plate size to be able to export...

and what does the trans.per number do anyway?
if one does not learn from the failings of the past they are likely to suffer its return.
User avatar
Point
Posts: 1804
Joined: Mon Mar 22, 2004 12:58 pm

Post by Point »

Extractor plates are very handy and almost maditory to have good looking units... it alows you to export a color file of the collection sequences and shadows... handy for editing for printouts to find errors take out blue fuzz around the units and re import fixed or adjusted bits... in one easy motion... it also alows to import scenery fast... not to mention set alpha maps for transparency ... its a important feature that shouldnt be missed... my only prob with it is that it currently has a limit on how big the color plate can be to be exported...
if one does not learn from the failings of the past they are likely to suffer its return.
User avatar
haravikk
Site Admin
Posts: 987
Joined: Mon Mar 22, 2004 12:56 pm
Location: Scotland

Post by haravikk »

I don't think he's suggesting that plates have been removed entirely (Alpha plates are ESPECIALLY useful), but rather that the "Extractor Plate" has been dropped, since no-one seems to know what in the hell that plate is useful for anyway. I've looked at it and it really doesn't do anything obviously necessary.

The trans. per frame value determines how much fading there is between frames. ie when you go from frame 2 to frame 3, you don't just 'jump' straight to it (ie one nanosecond you have 2, then you have 3). It cross-fades between them, making the animation a little smoother.
So you might have frame 2, then 75% frame 2 with 25% frame 3, 50% frame 2 and 50% frame 3, 25% frame 2 with 75% frame 3 before finally arriving at frame 3.

Typically a good trans. per value is four times the number of frames in your sequence.
This value makes more difference for LPGRs than it does for units, as the transition for monsters is barely noticeable.
Things like sequences that are set to fade out or fade in (for projectiles), these REQUIRE a sensible trans. per value in order to look right.
Being Haravikk gets you girls like these:
Image
Gleep
Posts: 291
Joined: Sun Aug 14, 2005 10:18 am

Post by Gleep »

Its been awhile since last post, any word on if this will be released? I await patiently, Thanks
Industry
Posts: 303
Joined: Fri Mar 19, 2004 3:47 pm
Location: Alaska

Post by Industry »

exactly 13 days before The Tain.
Okay, okay. I was trying to get this finished for Christmas release, but failing that I of course moved on to other things. I'll get back on it.
Soulytfs_1
Posts: 65
Joined: Thu Feb 23, 2006 11:01 am

Post by Soulytfs_1 »

MMMM sound fun. W can i get Amber from.
User avatar
Pyro
Bug Finder Extraordinaire
Posts: 4751
Joined: Sun Mar 21, 2004 2:14 pm
Location: Texas

Post by Pyro »

Souly, you have to read the post with a little more patience. He said its not done... therefore it can't be downloaded. :)
Gleep
Posts: 291
Joined: Sun Aug 14, 2005 10:18 am

Post by Gleep »

Glad to here it's not vaporware.
GodzFire
Posts: 1774
Joined: Wed Nov 02, 2005 8:37 pm

Post by GodzFire »

Industry man, I didn't even know anyone was working on a new universal release. Take your time, that's the thing. If I remember correctly you made UnTags, and just by that I know you make some incredible stuff.

The ONLY request I would have, is it there was a way to be able to work with textures and animations from Myth 3, or even being able to import/export them. That would be the coup-de-gra.
DanielRomero
Posts: 14
Joined: Mon Feb 27, 2006 5:34 pm

Post by DanielRomero »

Where did you get the file format? I looked everywhere! I rmember there was on in vistacartel I think.
Post Reply