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ANIMATED SPRITES PROBLEM #399967
04/24/12 12:37
04/24/12 12:37
Joined: Aug 2007
Posts: 49
Rio Claro, São Paulo, Brazil
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Cristiano_Iost Offline OP
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Cristiano_Iost  Offline OP
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Joined: Aug 2007
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Rio Claro, São Paulo, Brazil
When I put a Animated sprite (A8), it gets blurry and stretched, different of the A7, that looks corretly. The dimensions are correct.

Is need to adjust some option to works correctly?

Thanks.

Last edited by Cristiano_Iost; 04/24/12 12:44.
Re: ANIMATED SPRITES PROBLEM [Re: Cristiano_Iost] #399971
04/24/12 13:53
04/24/12 13:53
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Animated sprites are handled differently in A7 and A8. Normally, you won't notice anything like that. Though, this can happen, if you use e.g. the A7 default.fx with A8 or custom shader code that has not been correctly migrated from A7 to A8.

Do you use such shaders???

Re: ANIMATED SPRITES PROBLEM [Re: HeelX] #399983
04/24/12 17:18
04/24/12 17:18
Joined: Aug 2007
Posts: 49
Rio Claro, São Paulo, Brazil
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Cristiano_Iost Offline OP
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Cristiano_Iost  Offline OP
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Rio Claro, São Paulo, Brazil
No, haven´t any shader apllied in my level, nothing. Only I put the sprite in the level, in .tga or .pcx format, and the visualization of the animated sprite gets blurry and stretched.

Re: ANIMATED SPRITES PROBLEM [Re: Cristiano_Iost] #400024
04/24/12 22:50
04/24/12 22:50
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Maybe you can upload the sprite somewhere and we can test it, too?

Re: ANIMATED SPRITES PROBLEM [Re: HeelX] #400034
04/25/12 00:45
04/25/12 00:45
Joined: Aug 2007
Posts: 49
Rio Claro, São Paulo, Brazil
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Cristiano_Iost Offline OP
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Cristiano_Iost  Offline OP
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Posts: 49
Rio Claro, São Paulo, Brazil
Well you can test with a animated sprite of the 3dgs folder too that happens the same thing, but I can upload my sprite if you want. Where I upload to you ?

Re: ANIMATED SPRITES PROBLEM [Re: Cristiano_Iost] #400043
04/25/12 08:19
04/25/12 08:19
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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I have no problems with animated sprites here. Just use an 1-click filehoster to upload your stuff.

Last edited by HeelX; 04/25/12 08:50.
Re: ANIMATED SPRITES PROBLEM [Re: HeelX] #400046
04/25/12 08:46
04/25/12 08:46
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

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jcl  Offline

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Posts: 27,986
Frankfurt
If the sprite is too big for your 3D card, the engine automatically scales it down before rendering it. This is not a bug, but a feature.

Re: ANIMATED SPRITES PROBLEM [Re: jcl] #400060
04/25/12 10:28
04/25/12 10:28
Joined: Aug 2007
Posts: 49
Rio Claro, São Paulo, Brazil
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Cristiano_Iost Offline OP
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Cristiano_Iost  Offline OP
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Ok, but so this feature is for A8 ??? Because in the A7 don´t happens, the sprite works corretly and I be using the same graphic card...

Last edited by Cristiano_Iost; 04/25/12 10:29.
Re: ANIMATED SPRITES PROBLEM [Re: Cristiano_Iost] #400062
04/25/12 10:40
04/25/12 10:40
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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More details would be awesome, like the sprite size, the format, or the sprite itself...

Re: ANIMATED SPRITES PROBLEM [Re: HeelX] #400071
04/25/12 12:47
04/25/12 12:47
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Yes, it's for A8 only. The A8 renderer is much faster than the A7 renderer, but requires the whole sprite image in video memory. A7 split the sprite in separate bitmaps and rendered them separately.

You can emulate the A7 behavior by script: split the image in separate BMAPs with bmap_createpart(), and animate the sprite with the bmap_for_entity() command. Then you have the old slow A7 behavior, but can step around your 3D card size limit.


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