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It's easy.
First, you have to render/paint/rip the animation. It HAS to be 320x200,
or, if you want to make an old, cp -2.0p, animation, 160x100.
In case you didn't notice, the cp 2.0q and higher has a new WürfelMode,
called WürfelMode ][ , with support for 320x200 instead of 160x100.
Your animation should be in the form of many, many .pcs, 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
[SFO] RLECompression
Title
NumFrames Delay Filename
[NumFrames Delay Filename]
[NumFrames Delay Filename]
[... ]
- Version
- is either 0 or 1, 0 for 160x100 animations, 1 for 320x200.
If you want to create a Version:0-animtion, SFO should be simply 1,
if you want to create a Version:1-animtion, SFO has to be left out.
7.2
- RLECompression
- should be set to 1, it compresses the Animation a little
bit.
- Title
- is the title of the animation, it should be not longer than 31
chars, it's displayed inside the fileselector of the cp.
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 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-animtion, 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).
If you want to create a Version:1-animtion, 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 placeholder).
For people whoose 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)
0
1 1
a basic cubic-player animation
11 2 intro%d.pcx
200 1 ani%03d.pcx
This animation would have 211 frames (intro0.pcx to intro10.pcx, then
ani000.pcx to ani199.pcx).
And here again one for version 1:
1
1
an enhanced OpenCP animation
11 3072 intro%x.pcx
200 1000 ani%03d.pcx
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 the CubicPlayer, rename the created .dat-file
to cpani001.dat (or cpani002.dat and so on...) and press <w> inside
the player.
Footnotes
- ... out.7.2
- 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
Previous: How can I create
documentation by doj / cubic