Create units with OpenFX

Neomega said:
Get Stephs storyboard version 1.04, write an animation to bmps, and say (no you do not want to change it when prompted). It is the fastest way, once you figure out Steph's tool.... (it has some idiosyncrasies)
Or, instead, you could get 1.06.... it's better. Oh, and make sure to read the manual!
 
A side note OpenFX to SBB would be to make sure that in OpenFX before you do your final render, go the the settings tab and change the number of digits in the file name to 4. SBB requires a 4 digit number series at then end of the file name.

Also, if you are using WIN 98, you can use the SBB version for WIN XP on single units. ( I don't know about multi-units) This will help you as the XP version of SBB allows you to check a box that says your file names begin with 0001 instead of 0000. This is a must have if you don't want to rename all your single frame images...
 
Tzar Sasha said:
Also, if you are using WIN 98, you can use the SBB version for WIN XP on single units. ( I don't know about multi-units) This will help you as the XP version of SBB allows you to check a box that says your file names begin with 0001 instead of 0000. This is a must have if you don't want to rename all your single frame images...
:wow::wow::wow::wow::wow:
really?!?! I've spent so much time just renaming the bmp files iv'e almost gone insane :crazyeye: thanks for the tip! :goodjob: :goodjob: :goodjob:
 
I do all my animations on a single storyboard, so I can render them all at once, then write a batch file to rename them all. Takes about 10 mins to write the batch (copy and paste works wonders), and it can be done while I'm rendering. I save a lot of time and clicks when rendering as well (just 8 renders!). I'm thankful my Dad taught me simple batch files when I was 8 now...

EDIT: I'm actually writing one now, most of which I have copied directly from a previous unit. Unfortunetely I'm away all weekend, so won't be able to finish the unit till Tuesday...
 
The Great Apple said:
Or, instead, you could get 1.06.... it's better. Oh, and make sure to read the manual!

1.06?!?!

Hmm... no internet at home... Must bring floppy(s) to work
 
I too do only 8 renders (could be just one if there was a quick duplicate keyframe option) but after that I c&p the frames in thier appropriate folder, and then I have to rename all but the first animation in the render, how do you do it?
 
Same way - and I wish too that there was an easy way to duplicate keyframes. I rename them before moving, and have another batch job to move them, though the second one is generic, so I don't have to write a new one each time (quicker than C&P).

EDIT: If anybody wants the move file I can use, I'll post it up here (after I've cleaned it up a bit)
 
If you render eight times, why don't you just change the directory where you render your images to? That's how I do it. No need to move things to a new directory. No need to rename the files. Just a couple clicks to change from S to SW directory etc...

Once all eight directions are rendered, then it's off to SBB for my storyboard.

Under the settings tab there is a button "save user settings" or something like that. It will save the current settings so you don't have to browse for your main save directory each time....
 
Tzar Sasha said:
If you render eight times, why don't you just change the directory where you render your images to? That's how I do it. No need to move things to a new directory. No need to rename the files. Just a couple clicks to change from S to SW directory etc...

Once all eight directions are rendered, then it's off to SBB for my storyboard.

Under the settings tab there is a button "save user settings" or something like that. It will save the current settings so you don't have to browse for your main save directory each time....
But then you end up with only one storyboard for all your animations. Do you then C&P it up to make separate storyboards? (might try this, could be quicker)
 
I actually do each animation independently.

For my Borg ships the fireball postpro would not look right if I had all animations in one sequence.

So, let me rephrase my statement. I render 8 times per animation created...
Therefore I would get only one storyboard per animation.... I find this is quicker for me. I don't always have the time to sit down and do everything at once, but if I can get one or two animation sequences done I've accomplished something.... :)
 
Earlier in this thread muffins posted a new idea for smoke trails, in a few days I'm going to need to use this method. My question is, how can I get it so that the trail repeats like that? I'm modifying the model so that the end get wider and farther apart so just duplicating the model a bunch of times won't work :( any ideas?
 
How do you do see-through objects?
 
Mr. Will said:
How do you do see-through objects?
Do you mean transparent in game, or like a glass window?

For transparency in game you'll need to add the relavent colour to the last 2 rows of the palette (but not the last 2 entries), in the right place for your transparency.

What I think you mean is windows and suchlike. In the desginer, under material settings you can set transparency. I find for glass transparency 15, glass edge effect, and glossiness 15 are the best settings, but you might want to fiddle. Ideally you also want to set it's refractive index, which is about 1.5 for normal glass, and give it a reflection texture (but don't give it reflection as a property, or it'll keep reflecting pink!). The refractive index isn't really nescessary but it will add another tiny bit of accuracy!

Then when you render, make sure you have raytracing set in the 4th render settings tab. You will probably want all 3 selected, as it doesn't slow rendering down by much, and it makes the final product look better.
 
Word of warning. I have given up on Open FX for now because it does not have Orthoganal view, (as far as I can find), and therefore, makes beam weapons appear to swing left or right in some views. Not really noticable until tthe unit is used in-game.
 
Neomega said:
Word of warning. I have given up on Open FX for now because it does not have Orthoganal view, (as far as I can find), and therefore, makes beam weapons appear to swing left or right in some views. Not really noticable until tthe unit is used in-game.
I ran into that trouble with my latest units sigting laser. I think I might redo it without it, as it looks kinda odd swinging to one side round the camera. I'm not sure if I can be bothered as it would mean a complete re-render, and I'm lazy... I'll probably get around to it some time.
 
Has anyone had this problem: with a lighter over-head light color, you get A LOT of freaky graphical glitches, and with a darker color the shiny spots end up the color of the over-head light?

It only happens occasionally for me, and redoing animation template usually takes care of it. Just wondering why/if it happens to you guys.
 
good to see you back Viking Yeti! :D (I too was gone for a few weeks with computer troubles :( )
As for your problem, I don't really understand, maybe a screenshot would help :confused:
 
Neomega said:
Word of warning. I have given up on Open FX for now because it does not have Orthoganal view, (as far as I can find), and therefore, makes beam weapons appear to swing left or right in some views. Not really noticable until tthe unit is used in-game.
I've been working with units that have beam weapons and have not noticed this. Could you please describe the problem in more detail? I'd like to know what I need to be looking for. Also, what does Orthoganal view mean? Never heard that word before.... :)
 
Tzar Sasha said:
I've been working with units that have beam weapons and have not noticed this. Could you please describe the problem in more detail? I'd like to know what I need to be looking for. Also, what does Orthoganal view mean? Never heard that word before.... :)

Orthoganal means it does not have a point of infinity... ie things do not get smaller the further away they get.

So when you make a beam weapon shoot directly forward, (especially if mounted on a rightarm of a unit) it kind of veers of even further to the right, making it embarassingly miss it's target or shoot the target in the shoe during in-game animations.

Say your soldier is facing south, do to the perspective view, the beam weapon, if not directly coming from the center, will go off to one side or the other, to give the "railroad" track effect. That is about the best I can explain it.
 
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