Introduce new ATX_name_001

Issue #142 new
Former user created an issue

An enhancement like this could bring GP4 to a whole new level. auscain

Comments (5)

  1. Greg

    As you are probably aware GP4 uses ATX animations. Eg. 1. atx_d_1 through d_12 is for crowd animation. We can use that known sequence and simply change the textures to the new animation using the same name but that’s not ideal. 2. atx_san_agipflag001 through atx_san_agipflag010 - I have used for a 10 frame animation (this is the ATX that I’ve chosen for my helicopter blades). 3. atx_flag_eng_1 through atx_flag_eng_6 - I have used for Bathurst to animate the SuperCheap flags. If we could add a new name for the animation ( eg. atx_new_introducedatx_001 - atx_new_introducedatx_001 ) then we would not have to remove others and the limitations would be endless.

  2. Greg

    Correction ( eg. atx_new_introducedatx_001 - atx_new_introducedatx_020 ) I was expecting that the new ATX_newname_001-020 would be in the eg. bathurst.wad and referred to by the bathurst.gp4 file.

    How you! are going to get the GP4.exe to recognize the new name is one big mystery:-)

    I did notice in a crash log that there was a reference to the finding and loading animations.

    [10:31:33.157] >> D3D: Init video walls [71%] [10:31:33.158] >> D3D: Weather manager init [72%] [10:31:33.159] >> D3D: Get Horizons [75%] [10:31:33.160] >> D3D: Init TV Manager (a) [78%] [10:31:33.164] >> D3D: Create Sky Dome [78%] [10:31:33.164] >> CSkyDome::CreateSkyVertexBuffers() - ok [10:31:33.167] >> D3D: Clouds init [79%] [10:31:33.208] >> D3D: BuildReflectedMesh [81%] [10:31:33.208] >> D3D: CrowdManager [81%] [10:31:33.266] >> D3D: FlagManager() [82%] [10:31:33.316] >> D3D: Hazes [83%] [10:31:33.324] >> D3D: Droplets [91%] [10:31:33.324] >> D3D: droplet manager init (b) [91%] [10:31:33.327] >> D3D: Animation Data [93%] [10:31:33.363] >> Applying smoothing to action looped segment. [10:31:33.363] >> Applying smoothing to action looped segment. [10:31:33.372] >> Found second animation associated with already loaded animation. [10:31:33.372] >> Found second animation associated with already loaded animation. [10:31:33.372] >> Found second animation associated with already loaded animation. [10:31:33.373] >> Found second animation associated with already loaded animation. [10:31:33.391] >> ******

    auscain

  3. Greg

    It occurred to me that we should first probably look at the possibility of bringing this atx_san_agipflag001 through atx_san_agipflag010 10 frame animation to 200 frames.

    When the game is loading maybe it's possible with a logical argument to have a new search for all ATX animations in the .wad file.

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