acsprset.spr format

Started by lemmy101, Mon 24/03/2008 16:00:37

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lemmy101

Hi CJ, I'm looking to add a "pose manager" to our C# AGX script editor, where the user can set up the different poses for characters, along with transitions in / out, and talking frames, but what would be really handy would be if we could display the poses animating in the editor.

This would mean having access to the view information from the game, as well as the sprite data to draw different sprite numbers from the acsprset.spr and into the editor. We can easily get the view information from the Game.agf xml file (YAY 3.0!) but would it be possible to get the file format to acsprset.spr?

I know that ideally, the AGX editor would be a plug-in to the AGS 3 editor, but it's not ready for that yet.

Thanks!

lemmy

Pumaman

The acsprset.spr file format has changed relatively frequently and uses compression so it's relatively complicated. I think the best approach here would be for the editor plugin API to provide access to sprites -- I know you say it's not ready for that yet, but I think that would be the easiest way forward.

lemmy101

#2
Okay dokey :D integration it be, then :D

That sounds cool then, I'll look to integrating the AGX editor into AGS ASAP. One thing though, does the new editor use .NET Forms? And will it be compatible with C# given it's CLR or will it need a rewrite?

Thanks CJ!

*looks into .NET plugin tut you wrote*

PS: Rain is done!!! It looks ace, thanks for your uber DX9 stuff!!


Thanks CJ! :) (again)

Pumaman

Quote from: lemmy101 on Tue 25/03/2008 02:21:51
That sounds cool then, I'll look to integrating the AGX editor into AGS ASAP. One thing though, does the new editor use .NET Forms? And will it be compatible with C# given it's CLR or will it need a rewrite?

Yes, it's Windows Forms and any .net language should work. Take a look at the sample plugin code to get a better idea of how it works.

Quote
PS: Rain is done!!! It looks ace, thanks for your uber DX9 stuff!!

Groovy! Is that some fancy pants Direct3D stuff?

lemmy101

Awesmoe, thanks CJ! :) Will look into that soon.

Yup, it's D3D additive particles. Splashes being drawn before the characters, rain drops after. Works a charm! :)

We've still got to convert our software overlays to work with it, but it's all worked a charm. Thanks! :)

Pumaman

Ok, 3.0.1 RC 1 adds a GetSpriteImage method to the plugin API, which returns a .NET Bitmap of a sprite, which you can then use to display in any way you see fit.

lemmy101


Pumaman

No problem -- do let me know if there's anything else you need on the plugin API as you integrate AGX. Hopefully it should just be a matter of moving your editor from a Form to a UserControl and then creating an editor pane with that on it.

lemmy101

#8
Awesmoe! :D To be honest though I'd like to do a bit of a rethink to get it to fit in with how AGS does things, to ease use for people using it without switching between two UI philosophies (AGX editor came before 3.0) For a start I'd like the folder structure for AGX files to be accessible in the tree view if that is possible, but nice to know to get it initially implemented will be straight forward :)

Thanks again!

lemmy

Pumaman

The new AGSE_PRERENDER event is in 3.0.1 RC 2 which should allow you to do your character property changes there and have them rendered correctly.

lemmy101

Wow didn't expect that so soon! :D That works a treat, thank you CJ! :D

making good progress with the AGX integration btw :)

thnks!

lemmy

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