muzzleflash

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bOHeLi

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Apr 23, 2011, 11:41:13 AM4/23/11
to Violetland
Hello everybody,

ive rendered some muzzleflash images but as it seems, im not allowed
to create new content in the svn repo, so i uploaded it somewhere else
and posted it here.

http://rghost.net/5300104

description:
0-2: normal gunfire for small and medium guns
3-4: shotguns
5-6: for big guns

ive had some troubles with compiling/installing/running vl in the past
and still have a mysterious, unsolved problem (http://tinypaste.com/
42f89) but i could test at least the first muzzleflash ("0", the rest
is unseen) by replacing some images of the shell animation :)
it made them appear in her head but it wasnt too shabby and i found
out, that you can show two identical frames and it still looked nice
(maybe this is only in case of the pistol muzzleflash, coz its small).
maybe, its the better way to draw more than one frame because the
bigger flames probably need some fade in/out images and the shotguns
need definitely smoke.
im sure, i have to rework some of the images so these images are still
a prototypes.
to make it better, i need to know how it looks under correct
conditions and maybe (in case of smoke for sure) i need a framecap
bigger than 1-2 frames.

later alligator

Nikita Makarov

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Apr 23, 2011, 2:03:47 PM4/23/11
to viole...@googlegroups.com
Create the issue about your problem with font. Check if this problem
will remain if you replace archangelsk.ttf with harabara.ttf.

Have you any idea about replacing the shell animation with something for
flamethrower? May have any comments about the fire?

sakuramboo

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Apr 23, 2011, 2:29:37 PM4/23/11
to viole...@googlegroups.com
The issue you posted on tinypaste was something I figured out when I
first starting on this project.

The issue is, the executable is not in the right location after
compilation. To run it properly, you need run the following command from
the directory that has the executable.

./violetland -r ../

The libraries and files that the executable needs are back one directory
and the -r options allows you to specify an alternate directory location
for those files. Since the executable looks in the directory that is
specified in its makefile, it can't find the files it needs.

Your compilation has the location for the fonts as
../share/violetland/fonts/archangelsk.ttf which is wrong for local
compilation. A `make install` might put it in the right location, but I
only install packages so I don't know if that is completely right.

The proper location should be something like this...

[~/.workspace/Violetland/fonts]$ echo `pwd`/`ls | grep arch`
/home/sakuramboo/.workspace/Violetland/fonts/archangelsk.ttf

This is the location when using the Eclipse IDE.

Hope this helps,
sakuramboo

bOHeLi

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Apr 23, 2011, 7:59:52 PM4/23/11
to Violetland
thank you sakuramboo, "violetland -r /usr/local/share/violetland/" did
the job.
i didnt want to write an issue until i tried everything i can imagine
but i would have never thought about "-r" :)

nikita, i think you want me to comment on the flames of the
flamethrower-"bullet" and the fire animation.
i believe a flamethrower has several fire modes.
first, a solid ray of burning liquid, to maximise the range (maybe the
best for military purpose). this ray is only a line of fire, so its
not expanding. think about a toy-water-pistol that spits burning
liquid. google has some images of firing flamethrowers, where the
majority of the fire patterns are constant rays of fire.
the other one (as it is in vl right now) would be like a spray with an
expanding liquid, to get a burning area but a decreased range.

i prefer the first version of fire and i already made the decision,
that my next project will be some flamethrower-bullets :) (but the
next days, i have some other duties to do so in about one week would
be the soonest date, when i can start).
if you wish, i can make an expanding flame. which, i think, doesnt
require a change of code, because the flame-image is scaled by
software, so i only had to make something similar to the muzzleflashs
only with smoke in the end (but an animation, not only a single
frame).
but if you agree, i will make a ... something similar to the
muzzleflashs only with smoke in the end, that is not scaled bigger by
the software.
uhm wait, its not same in these two cases. the smoke is expanding in
both cases. so either i have to render an expanding smoke series or
the ... the software shouldnt scale the image bigger. i should render
an expanding flame, because otherwise i will only make a single flame
that gets scaled bigger and bigger but its still a single flame. when
i make it, i can put more details in it for more realism hopefully.
anyway, its tight ray of fire vs expanding fire. i will do whatever
you wish but i wouldnt keep the flamethrower-bullet as it is now.

the burning animation of the monsters is pretty good work. the smoke
is missing, also some variety (wobbling flames) but its a small step
from the flamesthrower-bullets to this.
i can make this afterwards. because it doesnt look that bad, this has
a lower priority to me.

Nikita Makarov

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Apr 24, 2011, 3:43:30 AM4/24/11
to viole...@googlegroups.com
I'm worried more about animation of dropping shell from the
flamethrower. I think that the flame thrower hasn't any shells.

bOHeLi

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Apr 24, 2011, 4:40:50 AM4/24/11
to Violetland
yea, of course you are right.
im really wondering, why nobody removed the shell animation :) its
incomplete for a looong time.
why not write in the weapon stats file the following:

a number for the type of shell (e.g "0" would mean no shell, "-1" that
you take shell ani1 and mirror it on the other side)

and 2 coordinates for the position of eject.

with this, its possible to make more different shells or deactivate
them. please respect that, if i would make the shells, i would make
3-4 of them with slightly different rotations and speed to get more
variety.
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