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  #1  
Old 01-24-2003, 09:20 PM
Kinatt Kinatt is offline
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Rotating gani possible?

Why not implement a feature so that img's in ganis can be rotated, flipped, and scaled . I don't know if that's possible.. lol I just thought it would be hot. cuz then you could have things spinning fluently and things growing or shrinking like players .. that would be cool.. again I don't know if it's even possible. it's just a thought.
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Old 01-24-2003, 11:08 PM
Goboom Goboom is offline
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Re: Rotating gani possible?

Quote:
Originally posted by Kinatt
Why not implement a feature so that img's in ganis can be rotated, flipped, and scaled . I don't know if that's possible.. lol I just thought it would be hot. cuz then you could have things spinning fluently and things growing or shrinking like players .. that would be cool.. again I don't know if it's even possible. it's just a thought.
Checking logs...the first time I requested this was 03-01-2002 12:57 AM....
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  #3  
Old 01-24-2003, 11:50 PM
Jasen Jasen is offline
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lol one time my graal messed up and everyone and everything was upside down
Too bad I couldn't move like that tho
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  #4  
Old 01-25-2003, 01:27 AM
CheeToS2 CheeToS2 is offline
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Quote:
Originally posted by Jasen
lol one time my graal messed up and everyone and everything was upside down
Too bad I couldn't move like that tho
why don't I believe you? O_o.
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  #5  
Old 01-25-2003, 03:27 AM
tlf288 tlf288 is offline
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Quote:
Originally posted by CheeToS2

why don't I believe you? O_o.
Becasue unless he totaly reconfigured his video card that wouldn't happen
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  #6  
Old 01-25-2003, 04:39 AM
zell12 zell12 is offline
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Stefan already went over this. He cannot make diagonal images etc because it is too much to require from the graphics card to support it. Or something, not sure. :O
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Old 01-25-2003, 04:30 PM
Com013 Com013 is offline
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Re: Rotating gani possible?

Quote:
Originally posted by Kinatt
Why not implement a feature so that img's in ganis can be rotated, flipped, and scaled
Quote:
newfeatures2001.txt
- ZOOMEFFECT 20 5
-> sprite_index zoom
sets the zoom factor for the sprite
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  #8  
Old 01-25-2003, 10:14 PM
Tyhm Tyhm is offline
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*makes a gani that rotates #P1 or flips or mirrors based on #P2*
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  #9  
Old 01-25-2003, 11:46 PM
Tyhm Tyhm is offline
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Today's lesson - 32 images can be drawn instantaneously, 1024 images take approximately 30 seconds to draw. As such, I would recommend you stick with the Flip and Mirror features unless you're wholly insane. Rotation doesn't work well anyway, it probably crops everything to a square...I could repair it if I cared, but I don't. If you know how to use a gani as a part of a gani, you're set in any case.
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File Type: gani math.gani (3.0 KB, 183 views)
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"Whatever," said Bean, "I was just glad to get out of the toilet."

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  #10  
Old 01-26-2003, 12:30 AM
tlf288 tlf288 is offline
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Not bad Tyhm, I like it very much. Takes alot of CPU usage though
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  #11  
Old 01-26-2003, 01:04 AM
Loriel Loriel is offline
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Quote:
Originally posted by tlf288
Becasue unless he totaly reconfigured his video card that wouldn't happen
It happened to me.
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  #12  
Old 01-26-2003, 03:21 AM
Tyhm Tyhm is offline
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Which is why I recommend sticking to flip and mirror.
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"Whatever," said Bean, "I was just glad to get out of the toilet."

"Power does not corrupt. Fear corrupts, perhaps the fear of a loss of power."- John Steinbeck
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  #13  
Old 01-27-2003, 02:34 AM
konidias konidias is offline
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It would be neat to have that type of stuff... kind of like the FX chip for Yoshi's Island on SNES. Every enemy used the graphics chip in some way. (like stretching, shrinking, etc)
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  #14  
Old 01-27-2003, 06:58 AM
Kinatt Kinatt is offline
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Yea that's what im talking about .. but if stefan says its too hard or too impossible I guess it is just that -_-
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  #15  
Old 01-27-2003, 07:05 AM
tlf288 tlf288 is offline
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Since Stefan is porting Graal to c++ I am sure a whole new range of possiblities will open up. So this probally can be possible even though it didn't used to be
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Old 01-27-2003, 07:33 AM
Kaimetsu Kaimetsu is offline
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I think that implementing it would be easy. The reason Stefan chooses not to is that many players wouldn't be able to see the effects.
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Old 01-27-2003, 11:10 PM
Falcor Falcor is offline
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Quote:
Originally posted by Kaimetsu
I think that implementing it would be easy. The reason Stefan chooses not to is that many players wouldn't be able to see the effects.
I guess you could argue that, he added light effects, and not everyone can see those, why not add rotation? But ultimatly it is up to him, and he doesnt plan on adding it. You can look forward to a lot more graphical mobility in Graal 3d though.
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Old 03-13-2003, 08:20 PM
Warcaptain Warcaptain is offline
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24 bit, all i want is 24 bit gfx
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Old 03-13-2003, 11:25 PM
G_yoshi G_yoshi is offline
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Quote:
Originally posted by Warcaptain
24 bit, all i want is 24 bit gfx
Why? Do I or anyone else want to spend time downloading large files? Absolutely not. I already showed you how to make a high color image look nearly identical in 8-bit mode. Not everyone here has DSL or other kind of hi-speed access. To me, you're just being lazy and not wanting to take the time to convert your images or to use a dithering effect.

Take a look at my example. Top image is the original 32bit color version. The one below is what it looks like after being put into 256 using the Floyd-Stienberg dithering method. There is very little difference that can be seen without magnifying it. If you don't have an application that can properly dither your images, send them my way or download something like Neopaint (shareware).
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Old 03-14-2003, 02:07 AM
tlf288 tlf288 is offline
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What is the size difference in those two variations?
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Old 03-14-2003, 04:46 AM
Warcaptain Warcaptain is offline
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Quote:
Originally posted by G_yoshi


Why? Do I or anyone else want to spend time downloading large files? Absolutely not. I already showed you how to make a high color image look nearly identical in 8-bit mode. Not everyone here has DSL or other kind of hi-speed access. To me, you're just being lazy and not wanting to take the time to convert your images or to use a dithering effect.

Take a look at my example. Top image is the original 32bit color version. The one below is what it looks like after being put into 256 using the Floyd-Stienberg dithering method. There is very little difference that can be seen without magnifying it. If you don't have an application that can properly dither your images, send them my way or download something like Neopaint (shareware).
hey smart a, you cant use alpha channel on 8bit graphics

all my artists gfx were made in 24 bit and are AMAZINGLY beautyful, but when we make them 8 bit it removes at least 3-4
layers of shading, the gfx are still beautyful, but look crappy

im not looking to have 2k2 quality gfx, im looking more towards professional type gfx
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Old 03-15-2003, 11:10 PM
G_yoshi G_yoshi is offline
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Quote:
Originally posted by Warcaptain

hey smart a, you cant use alpha channel on 8bit graphics

all my artists gfx were made in 24 bit and are AMAZINGLY beautyful, but when we make them 8 bit it removes at least 3-4
layers of shading, the gfx are still beautyful, but look crappy

im not looking to have 2k2 quality gfx, im looking more towards professional type gfx
Whatever. You have be a little more clever then with how you do it What? You have images that use a blending feature? Heh. You do know about being able to change the lighting effect feature on Graal, right? You can make an image appear to be see through without adding gamma adjustments to it.

I'm not trying to be a smartass. My contention is that I don't want to spend a long time downloading a bunch of images. I want to get into the game as quickly as possible.

Check the attached image. Is this what you are trying to do?
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