I'm making my first plug-in for EVO and I have no idea how to
create spins to the ships I've designed! Please help me!
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I'm making my first plug-in for EVO and I have no idea how to
create spins to the ships I've designed! Please help me!
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Quote
Originally posted by USS Bristol:
**I'm making my first plug-in for EVO and I have no idea how to
create spins to the ships I've designed! Please help me!
**
The FAQ goes into making spin resources a little, and there are plentiful previous posts on the subject if you search a little. But, on the theory it can't hurt to give a brief overview;
First step is to create/import a ship model into the 3d ap of your choice. You need to render a 36-frame animation of the ship spinning (clockwise, seen from the top, starting with pointing directly up). Best set-up in most 3D aps is to use the "top" camera, get the main light source off to the left (or is it right?) and spin the model, not the camera.
Read the manual for you 3D software to figure how best to set up the animation, and the EVO Bible for advice on sprite sizes. I use four keyframes myself, 0' at frame 1, 90' at frame 9, 180' at frame 16, etc., and 80 by 80 sprites for average-sized ships .-- 32 by 32 for a big ship-killer missile.
Render out as a folder of PICT files or as a QuickTime animation -- the "Animation" compressor works well for me. Use one of the converters available for download on this site (m2s is very nice) to create what is, essentially, one big PICT of all the frames of your animation in a big 6 x 6 grid. m2s will also create the needed mask automatically. An advantage to going to QuickTIme route is that you can play the movie -- looping it -- to check the smoothness of your animation.
Next, create a new spin resource using ResEdit, and attach two PICT resources (one for your ship, one for your mask). ShipWrite does pretty well, also, at plugging in all these PICTS and creating the needed resources. The ShipWrite interface also shows you at a glance any resources you may have missed.
By the way, that ship model and 3D ap you started with are also going to be used to create the shipyard PICT, the commo PICT, and may be the basis of your target PICT. But you probably knew that.
I know this sounds terribly complex at first, but I'm no techophiliac and I was able to get the hang of it in a few hours.
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everywhere else, it's --
"Nomuse"
OK first things first, what program have you used?
I can help if it is Strata, but otherwise I can only give you a rough guide. I recently (well within the past month) made a tutorial for Strata 3D on spining ships after a similar request for help by someone else on the boards. He was using Strata 3D so I was able to help by making (url="http://"http://www.ewanc.f2s.com/tutorial/tutorial.html")this tutorial(/url). It explains exactly how to do it in Strata 3D, and can be used as a rough guide for other 3D programs.
Hope this helps in some way.
ewan
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may contain nuts
OK, ok. So I do live here now. I was working on a ship for Strata, and I was lightly basing it on the (url="http://"http://www.geocities.com/madman801/Ares.html")Ares Human Heavy Destroyer(/url). I was wondering how you did the slanted front for the bridge/cockpit. It is not a pyramid that I can tell, but I don't know how you'd do it. Any lesser-known feature of Ares I don't know about?
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Visit my (url="http://"http://www.madman80513.vze.com")My Website(/url)
Quote
Originally posted by Mazca:
**Try MakeSpin or Pics2Sprites, both of which are available in the add-ons section here.
**
What add-on section?
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(url="http://"http://www.ambrosiasw.com/games/evo/addons.html")http://www.ambrosias...evo/addons.html(/url) for EV:O (url="http://"http://www.ambrosiasw.com/games/ev/addons.html")http://www.ambrosias.../ev/addons.html(/url) for EV
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--sitharus
(url="http://"http://www.damnsw.net/~triplet/forums/")Carracho Help - Updated, upgraded and better!(/url)
(url="http://"mailto:sitharus@ureach.com")mailto:sitharus@ureach.com(/url)sitharus@ureach.com