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djimd
06-15-2005, 08:52 PM
For those who want to see Hellbound's Logo animation in game just unrar this FILE (http://members.dodo.net.au/~amac/LOGO.rar) into your jfduke directory.
A couple of points for those who want to improve it - notice how slow it moves - this has 200 frames - original logo has only 64. Also individual frame textues must be 320 x200 256 bit colour in PCX format. I would suggest total frames be less than 100. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Ecmaster76
06-15-2005, 10:13 PM
I am sorry to say it, but with the current limit of resolution you are just wasting bandwidth posting that. It looked great http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif in the out of game versions I saw earlier, but there is no reason posting it as a *.anm piece of shiat.

djimd
06-15-2005, 10:43 PM
I agree - the reason i posted it was to show how it looked in game and so that the talented artists could improve apon it. To give you an idea i also made one from the dnf promo trailer ( which obviously i can't post here) - but that has a smaller file size and really kicks ass - even after downsampling to 320x200 http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Ecmaster76
06-15-2005, 11:10 PM
Yeah, but I think it isn't worth the effort until support is added for a more robust animation format. 320x sukcs the big one, big time.

Rider
06-16-2005, 04:50 AM
avi isn't robust?

JonoF
06-16-2005, 06:09 AM
In case anyone asks, if I do end up providing a replacement for ANM in the ports, I'm very very likely to choose MNG of the VLC-level spec (http://www.libpng.org/pub/mng/spec/mng-vlc.html) since there's a good chance I can add the support to Ken's picture library code without a huge amount of pain and heartache. Audio for the animation would be provided by a corresponding wav/vorbis file.

Jonathon

Hellbound
06-16-2005, 06:27 AM
Hey, I can make a better version. I've fixed a velocity of rocket (it's faster now) and I can render that in higher resolution. Parkar posted a textured Nuke Symbol some time ago but I've lost it :/

Parkar
06-16-2005, 06:43 AM
Its still here,

http://hem.bredband.net/pa_duke/duke_logo_stuff.zip

edit: just checked and there is only max format in this file, I'll upload it on obj, 3ds and md3.

edit: Found the other zip file on my HD. 3ds, obj, and textures. The one above contains max files, textures and a bunch of renders and includes the duke text as well.

http://hem.bredband.net/pa_duke/nuke.zip

Boinky
06-16-2005, 01:37 PM
*shudders* I fear for the new animation supports size.. if MNG's are made up of multiple PNG shots thats gonna be one big file :\

djimd
06-16-2005, 04:33 PM
Hellbound said:
Hey, I can make a better version. I've fixed a velocity of rocket (it's faster now) and I can render that in higher resolution. Parkar posted a textured Nuke Symbol some time ago but I've lost it :/



Go for it - As i mentioned the dnf bink file converted to 320x200 and looked very good - if the original art is detailed and sharp enough downsampling still looks good. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Dr. Kill
06-16-2005, 06:05 PM
djimd said:
if the original art is detailed and sharp enough downsampling still looks good. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif



sure hope so...

Parkar
06-17-2005, 09:58 AM
Boinky said:
*shudders* I fear for the new animation supports size.. if MNG's are made up of multiple PNG shots thats gonna be one big file :\



Not if its properly compressed but I don't know anything about that format. You can save lots of space by simply only storing the difrence from the last frame and thats without losing any quality at all.

Roger
06-17-2005, 02:14 PM
MNG is basically an animated PNG. Like GIF, but not lossy due to some silly thing like a palette.

JonoF
06-18-2005, 03:39 AM
A quick test I just did converting the existing LOGO.ANM from Duke (320x200x256 10fps 64frames) into an MNG revealed a reduction in size from 1,507,336 bytes of the ANM to 862,894 bytes in the MNG. So for existing 8-bit palettised stuff that's rather good IMO.

I also did a test to see how MNG would go using fairly reasonable (85% quality) JPEG compression on the frames. I created a 64 frame, 10fps sequence from a larger video and using regular PNG compression it is 8,448,799 bytes, and with JPEG compression 1,511,943 bytes. About the same size as the ANM and with lots of colours. So, MNG with JPEG is a great trade-off for those wishing for AVI or MPEG. Using AVI or MPEG will mean linking to more libraries (ick), and they're not free formats in the way PNG and MNG are.

Jonathon

GodBlitZor
06-18-2005, 11:37 AM
w00t. I love you Jonof http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif