View Full Version : Animation to UT2K4
legacy-Deathmaker
11-28-2004, 01:46 AM
This might be a stupid but does anyone know how to import a animaited gif file into a map or wiether it can be done.
Like I have a logo that spins and I would like to add it to a map..
Any help would be great.
Thanks..
legacy-broez
11-28-2004, 03:00 PM
import it just like you would make an animated level preview. if you don't know what im talkin about, there's a tutorial in one of the stickies for that.
:)
legacy-DOOMHAT
11-28-2004, 03:28 PM
or; separate the gif into its requiste frames (you may need to remove some to reduce the overhead - keep it looking smoothish tho), and save them as bmp/tga/dds, but name each file with the suffix _a0x.
like
frame1 = anim_a00.dds
frame2 = anim_a01.dds
frame3 = anim_a02.dds
etc
import it all into ued. make a basic shader out of the first frame and watch the animated goodness.
a material sequence could also work, just dont use the fadtomaterial thingymajig
legacy-Bishops292
11-29-2004, 01:28 AM
hey sup, I just made an animated picture with 93 frames.. wow.. took me bout an hour and half.. hehe.. this is wut i did, I broke the gif into seperate frames... then started importing them into ed via.. .pcx.. oh yeah,, i had to resize each picture... rename each picture.. and then save each picture again.. time consuming.. anyway.. lets say u got 4 pictures to animate... take your fourth pic and go to properties.. look for annimation.. then click pic 3 and use it in pic 4's annimation.. set the desired frames to your liking.. er timing.. lets try usin 1 fps.. then goto pic 3 properties click pic 2 and set it as the annimation for pic 3.. don't forget to set the fps to 1 again... now.. goto pic 1 properties.. click pic 2 then set the picture 2 for pic 1 annimation again set the desired frames.. by the time your done... pic 1 will alternate between pictures... Thus annimated picture.. :) If for some reason it don't work for ya.. just refer back to here..
legacy-Dreamchaser
11-29-2004, 07:51 AM
I think it is important to remember anytime you import images into UNrealED, you have to stick to multiples of 32 on your pixle size dimensions.
Atleast this is what I have to do.
So to keep things simple I think in terms of:
128
256
512
1024
for the height and width size of the image.
it's a binary/hexidecimal thing.
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