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First, you have to render/paint/rip a animation. It HAS to be 320x200, or,
if you want to make an old,
OPENCP 2.0q, animation, 160x100.
In case you didn't notice, the OPENCP 2.0q and higher has a new WürfelMode,
called WürfelMode ][ , with support for 320x200 pixels
images, instead of the lowres 160x100 ones.
Your animation should be in the form of many, many .pcx files,
called for example PIC000.PCX, PIC001.PCX,
PIC002.PCX and so on. They must have only 256 colors, and they
should have all the same palette. If they don't have the same palette, the
palette will be aligned. But my calculation of this isn't very good (but it
works :), so for BEST results you have to do this in your favourite
picture-editing-program. Next, you have to create a script. This
script contains informations about the filenames of your frames, and a some
other stuff.
The script has the following format:
- Version
- is either 0 or 1, 0 for 160x100 animations, 1 for 320x200.
If you want to create a Version 0-animation, SFO should be set to 1,
if you want to create a Version 1-animtion, SFO has to be left out.
11.1
- RLECompression
- should be set to 1, it compresses the Animation a little
bit.
- Title
- is the title of the animation, it shouldn't be longer than 31
chars, it's displayed inside the fileselector of OPENCP.
After this header, a random number of section follows (but at least
ONE ;).
Every section describes a sequence of some PCXs. In the final animation,
all sections are joint together.
- NumFrames
- is the number of frames in this sequence. For example, if
you have PCXs that are named from PIC000.PCX up to
PIC199.PCX, NumFrames should be 200.
- Delay
- is handled a little bit different in the two versions. If you
want to create a Version 0-animation, a Delay of 1 means a framerate
of about 21.3 frames per second, a Delay of 2 is about 10.65 fps (the
half), a Delay of 3 is about 7.1 (a third) and so on.
If you want to create a Version 1-animation, Delay is 65536/desired
fps, so if you want to have 15fps, "Delay" should be 4369. This value has to
be BELOW 65536 (and above 0, of course :)
- Filename
- is the filename of your sequence. Because most animations
have more than 1 frame, you can use %d (and other C-printf placeholders).
For people whose native language is not C, here some short examples:
filename |
framenumber |
real filename |
pic%d.pcx |
0 |
pic0.pcx |
|
1 |
pic1.pcx |
|
2 |
pic2.pcx |
|
3 |
pic3.pcx |
|
9 |
pic9.pcx |
|
10 |
pic10.pcx |
|
11 |
pic11.pcx |
pic%03d.pcx |
0 |
pic000.pcx |
|
1 |
pic001.pcx |
|
2 |
pic002.pcx |
|
3 |
pic003.pcx |
|
9 |
pic009.pcx |
|
10 |
pic010.pcx |
|
11 |
pic011.pcx |
The framenumber always starts with 0, not with 1, keep this in mind!
Here is an example script: (version 0)
This animation would have 211 frames (intro0.pcx to
intro10.pcx, then ani000.pcx to ani199.pcx).
And here again one for version 1:
To create the animation, just type in
wap <scriptfilename.scr> <outputfilename.dat>
and hit <Enter>.
The WürfelAnimator will now try to make the animation.
To view the animation inside OPENCP, rename the created .dat-file
to cpani001.dat (or cpani002.dat and so on...) and press
<w> inside the player.
Footnotes
- ... out.11.1
- If you're interested what this value means, well, just get the
original documentation for professionals, it's described there
Next: This tool doesn't work!
Up: WürfelAnimator WAP
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documentation by doj / cubic