New Amber - for PC, Linux or OS X
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?
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?
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.
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.
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.
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.
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.
-
- Posts: 14
- Joined: Mon Feb 27, 2006 5:34 pm