
Originally Posted by
p0lar_bear
I would imagine the overhead, not to mention the work needed on the end-user's part, for that would be more than it's worth.
That's why I said about a new tool command to automaticly take a whole folder of images and set them up as an animated.bitmap for you. Maybe the command could be like this:
Code:
tool animated_bitmap <folder path> <animation framerate (frames per second)>
I think there are also a few video editing programs that can export every frame of a video in .tif format for you, all you would need to do is move them to you HALO data folder. The animated bitmaps would have to be compiled as interface bitmaps of course, video clips tend not to be power of two dimensions (I think).

Originally Posted by
p0lar_bear
Right now bink calls are hardcoded; it looks for bungie.bik, gearbox.bik, and mgs.bik on startup, and then plays ending.bik after the credits, when THOSE are called after running (game_won) on d40.map.
Ok, I knew the first three must have been coded into the game's .exe but I thourght ending.bik might have been script called.

Originally Posted by
p0lar_bear
Another idea; support for a reload-2 animation for
fake dualies or more conventional secondary-trigger weapons (e.g. grenade launchers).
Good idea, also my idea of zooming to switch between primary and secondary triggers could use a zoom in and zoom out animation (those could be used to rasie the scope towards the visor in normal zooming suituations, except you can't really look down scopes with a helmet on (hence the smart-linking)). By the way, if you didn't have any keyframes for a frame anywhere else, could you move that frame during a zoom in animation and have it stay put until zoom out? (I'm thinking you could screw on a scilencer instead of switching fire mode on some weapons.)
Also has anyone mentioned new vehicle types? (eg. human plane, alien fighter, human jeep, alien scout).
I've also updated my ideas list, yet again.
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