View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000993 | FSSCP | graphics | public | 2006-07-18 04:02 | 2006-07-20 05:09 |
| Reporter | SideFlip | Assigned To | |||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | closed | Resolution | open | ||
| Summary | 0000993: .EFF Files do not play at correct speed. | ||||
| Description | Regardless of the value of the $FPS value in the .eff file, the animation always seems to play at maximum possible speed. | ||||
| Additional Information | I produced a 46-Frame .eff effect with 256x256 DDS files, which plays through at maximum speed. If you need a copy of these, PM Flipside at HLP. | ||||
| Tags | No tags attached. | ||||
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Sorry, forgot to add, this is on the latest build, however, it's a consistent problem throughout all the builds I have tried. |
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What is the EFF used for (ship animation, explosion, weapon effect, etc.)? What is the $FPS set at? There has been a recent bug where animated ship textures (be they EFF or ANI) would play too fast and not appear to properly respect the FPS value, however that has been fixed. I know for sure that the $FPS value is honored, I test it every time someone mentions it not working. Once a the EFF is loaded it's used no differently than an ANI, so an ANI version of the same effect should also play at the same speed. Outside of loading the file to begin with the game doesn't distinguish between the two animation file types. |
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Ok, the animation is a 46 frame job, running from XolotlSubs-glow0000 to 0045, It is an amimated glowmap for subsystems I've copied and pasted the .EFF file to make sure I am using the correct formatting etc... $Type: DDS $Frames: 46 $FPS: 15 I also have a 2 comparison videos of how the texture should look when animated and how it currently looks in game if needed. edited on: 07-18-06 20:15 |
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A video of the in-game effect would be helpful. (If it's über secret then just PM me the link) |
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Ok, I'll sort out some space and upload later today :) |
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Just to clarify what Taylor said, there was an earlier bug where animated ship textures didn't respect the FPS specified in the file. Most people therefore altered the FPS until it did work the way they wanted it to. The bug has been fixed and textures now run at the speed specified in the FPS value. That means that if you set the FPS by eye in earlier versions rather than actually wanting the animation to take just over 3 seconds you have the wrong value for the FPS rather than a bug in the code. |
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Yup, I think it used to display the frame for the number of game 'ticks' listed rather than display that amount of frames per second :) I saw Goobers post on fixing this, that's why I wasn't too sure. I'm going to make sure I've got the very latest builds etc and try one last time, if not, I'll upload a video of it, but either way, I'll let you know how it goes tomorrow, got a bit wrapped up in other stuff today :) |
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Just to let you know you were right, it doesn't work on the 3.6.9 Candidate I was using before, but works just fine on the latest CVS build :) Thanks for the help. |
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Already resolved a bug which was part of this same fix, so I'll only give myself credit for one. :) Closered. |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2006-07-18 04:02 | SideFlip | New Issue | |
| 2006-07-18 04:07 | SideFlip | Note Added: 0006214 | |
| 2006-07-18 04:24 | taylor | Note Added: 0006215 | |
| 2006-07-19 00:14 | SideFlip | Note Added: 0006219 | |
| 2006-07-19 00:15 | SideFlip | Note Edited: 0006219 | |
| 2006-07-19 02:41 | taylor | Note Added: 0006220 | |
| 2006-07-19 05:09 | SideFlip | Note Added: 0006221 | |
| 2006-07-19 13:56 | karajorma | Note Added: 0006222 | |
| 2006-07-20 00:58 | SideFlip | Note Added: 0006246 | |
| 2006-07-20 05:03 | SideFlip | Note Added: 0006257 | |
| 2006-07-20 05:09 | taylor | Status | new => closed |
| 2006-07-20 05:09 | taylor | Note Added: 0006258 |