Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Mar 28, 2024 11:24 am
All times are UTC + 0
Explosion animations
Moderators: Global Moderators, Media Hut Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [3 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
lazygecko
Civilian


Joined: 22 Sep 2019

PostPosted: Mon Sep 23, 2019 11:49 am    Post subject:  Explosion animations Reply with quote  Mark this post and the followings unread

I recently became interested in creating new explosion animations for TS modding and figured I could share my progress with the public here as I continue to learn and tweak my methodology. Not completely satisfied with my current results but I figure there's no reason I can't share them as a resource along with my knowledge. They use the TS anim palette.

I used http://explosiongenerator.com/ to generate the source frames. This will yield you 100-200+ images at a high framerate though, so what I do after that is delete frames until I get to around 20-40 frames which seems to be the standard range for TS and RA2. Then I turn the frames into a single sheet so I can start editing them all at once.

Apart from color reducing to a palette, the main obstacle is turning the full transparency into a 1-bit alpha and also making it look good. A common complaint with generated particle explosions is that they end up looking too soft and round in shape, so I think this can be partly mitgated by playing around with 1-bit dithering on just the alpha when making it black and white. Then you palettize the image after the alpha has been processed.

The last element I thought about was the flow of the animation itself and how the raw generated output can feel a bit too linear. So I tried working around this by selectively removing more frames during certain stages.



expdbrs1.gif
 Description:
 Filesize:  95.04 KB
 Viewed:  1820 Time(s)

expdbrs1.gif



explomed2.gif
 Description:
 Filesize:  48.99 KB
 Viewed:  1820 Time(s)

explomed2.gif



expdbrs1.shp
 Description:

Download
 Filename:  expdbrs1.shp
 Filesize:  46.05 KB
 Downloaded:  59 Time(s)


expmed2.shp
 Description:

Download
 Filename:  expmed2.shp
 Filesize:  50.04 KB
 Downloaded:  59 Time(s)


Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Sep 23, 2019 11:52 am    Post subject: Reply with quote  Mark this post and the followings unread

These kinda look like fireworks.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
lazygecko
Civilian


Joined: 22 Sep 2019

PostPosted: Mon Sep 23, 2019 12:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
These kinda look like fireworks.


Still learning how to manage all the parameters in the generator. I think it's the dampening slider for the smoke particles which controls how long they linger after the fireball.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [3 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1373s ][ Queries: 15 (0.0119s) ][ Debug on ]