need a freeware for .gif(animated)
Moderators: MR.D, Moderators
need a freeware for .gif(animated)
i sugest to use .gif(a) for build pics rotate in menu
so i m not codder but i like make .gif(a)
but i use the screen32.exe prog for do it : it s a minimal tool
if someone can say to me a name of a good freeware more complet for easy buid/edit .gif(a) ?
so i m not codder but i like make .gif(a)
but i use the screen32.exe prog for do it : it s a minimal tool
if someone can say to me a name of a good freeware more complet for easy buid/edit .gif(a) ?
Err... neither TA or Spring uses .GIF files at all.
Assuming you mean for TA, you mean .GAF. If you just need to make buildpics, the program "Gaffer" (on FU) will do the job. If you need it for other purposes, you can use "GafBuilder" (also on FU).
Spring does not use GAFs, it references the image in the unitpics folder instead.
Assuming you mean for TA, you mean .GAF. If you just need to make buildpics, the program "Gaffer" (on FU) will do the job. If you need it for other purposes, you can use "GafBuilder" (also on FU).
Spring does not use GAFs, it references the image in the unitpics folder instead.
- SwiftSpear
- Classic Community Lead
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- Joined: 12 Aug 2005, 09:29
I think this is a feature suggestion... He wants gif capable build pics so he can make the unit picture rotate when you hold the mouse over it... I'd personally like to see alot of spring image uses taken over by better compressed images and more functional image types. BMPs kind of suck at everything.Gnome wrote:Err... neither TA or Spring uses .GIF files at all.
Assuming you mean for TA, you mean .GAF. If you just need to make buildpics, the program "Gaffer" (on FU) will do the job. If you need it for other purposes, you can use "GafBuilder" (also on FU).
Spring does not use GAFs, it references the image in the unitpics folder instead.
- SwiftSpear
- Classic Community Lead
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- Joined: 12 Aug 2005, 09:29
Emmanuel: http://www.gimp.org
Gimp works great for making gif animations.
Gnome: I prefer transparentcy and animation capabilities to losslessness anyday. I also prefer file size compression to losslessness when working with 7168x7168 image sizes that I intend on packaging for online distribution.
Losslessness is largely useless considering most users will neither knowtice or appreciate the difference.
Gimp works great for making gif animations.
Gnome: I prefer transparentcy and animation capabilities to losslessness anyday. I also prefer file size compression to losslessness when working with 7168x7168 image sizes that I intend on packaging for online distribution.
Losslessness is largely useless considering most users will neither knowtice or appreciate the difference.
The maps are stored as .dds though, which has compression. -c, hellllllo
8-bit is far too limiting for a game these days. Trust me, I've been working with the TA engine (which is 8 bit) for half a decade, and I can't tell you the number of times I've wanted to kill a small animal because of the constraints imposed by an 8bit system...
There are other ways to do animated textures and transparency. Other modern games don't use GIF for those features, and nor should spring. GIF requires a license to use last time I checked anyway.
8-bit is far too limiting for a game these days. Trust me, I've been working with the TA engine (which is 8 bit) for half a decade, and I can't tell you the number of times I've wanted to kill a small animal because of the constraints imposed by an 8bit system...
There are other ways to do animated textures and transparency. Other modern games don't use GIF for those features, and nor should spring. GIF requires a license to use last time I checked anyway.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
As long as GIMP can compile the format nessicary to do it I'm happy. BMP's are very limited in thier functionality, even though they have high bitrate losslessness. As far as 3D mapping goes I haven't acctually ever seen a good workable animated texture solution yet. Doom3 and HL2 still both replace the total image plate to make the smallest animation change in mapping textures...Gnome wrote:The maps are stored as .dds though, which has compression. -c, hellllllo
8-bit is far too limiting for a game these days. Trust me, I've been working with the TA engine (which is 8 bit) for half a decade, and I can't tell you the number of times I've wanted to kill a small animal because of the constraints imposed by an 8bit system...
There are other ways to do animated textures and transparency. Other modern games don't use GIF for those features, and nor should spring. GIF requires a license to use last time I checked anyway.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
You have to recognize the psychological effect of rotating units/GUI elements here.
The action is happening on-screen, so that's where your eyes naturally are most of the time. You generally dont to block out or ignore the static elements because you know they're there and you know that they wont move on you.
If you had any sort of animated interface (anything beyond the grey->red shift in the buttons we already have) then it would make the screen seem cluttered and would draw eyes away from the battle screen.
In short, static is the way to go for GUI elements. Let change happen on the main battle window and minimap.
The action is happening on-screen, so that's where your eyes naturally are most of the time. You generally dont to block out or ignore the static elements because you know they're there and you know that they wont move on you.
If you had any sort of animated interface (anything beyond the grey->red shift in the buttons we already have) then it would make the screen seem cluttered and would draw eyes away from the battle screen.
In short, static is the way to go for GUI elements. Let change happen on the main battle window and minimap.
- Tim Blokdijk
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- Joined: 29 May 2005, 11:18