****** First of all I have recently realized that I made a big ol mistake sending that out (verrryy sorry!)****** Anyway, yes I'd like that simpleton's picture rotation. Scattered throughout here you will find some semi-important responses... -Peter Dempsey >From: Robert Covington <artlythere@...> >Reply-To: futurebasic@... >To: futurebasic@... >Subject: [FB] Re: "just" rotation... (help) >Date: Mon, 8 Jan 2001 20:54:34 -0400 > >Peterrrrr, > >I work in 32 bit Gworlds, you are probably using 8 bit. >But I can send you a version that you can supply the GWorld address, and >the rect(s) you need if you will send me the format you need... umm yes... this is what I do fn newgworld(gScratchWorld&,0,gScratchRect,0,0,_UseTempMem) (in this one, specifically, i set scratch rect to the screen size) I don't know whether I am setting the color depth... I don't rember anywhere about that... However, do notice the _UseTempMem. I tried it without that and it maxed out at smaller than I wanted (can't remember the exact numbers, both x & y were under two thousand). So I used that and it seemed to be big enough. Something else I was supposed to do? (I think this might have been before I joined the list) > >Important things to know: depth of Gworld, rect of Gworld, rect you are >rotating, angle. >However: > > >(i copied the ships using the loop tool, > >and magically the empty space between the ship and its rect doesn't > >appear... no clue how/why though... but that magical benefit will be lost > >once I use rect rotations) > >Pre-rendered PICTs are going to be faster than manually rotating your ship >using code like mine or FN JN I would think. Plus most programs that do >animation can also render a mask which you could then use. Currently, I use pre-rendered picts (which have the masks with them... handy loop tool). You see, the biggest problem with Starships is that it is over 4 and a half megs right NOW (36 pictures a ship adds up pretty darn fast). I have an old dial-up ;) so I know how bad that is. Also, about them looking really bad when rotated... well theres not much to begin with (::cough cough:: hand drawn). I simply drew something that looked more like a moldy block of cheese and then rotated it 10 degrees 35 times. So, if I only had 1 pict to rotate, I bet I could cut those megs WAY down. However, speed is good. So I was perhaps thinking an intermediate program that would go with starships. It could take a picture, rotate it the proper degrees, then save the pictures in starships. Sort of a download helper. I could also try it in game, but it depends on how slow (fast) it is. > >What you can do is paste all the PICTs and masks onto a big master PICT >image, record the rects (my program Rectal Itcher makes this easier) and >then make a master GWorld, and shuffle the various rects for image and mask >to Copybits/CopyMask. I'm not really familiar with copy mask. I'll look into it and see if I can figure it out. > >To animate your ship you would cycle though the various rects in sequence >according to the key commands. > >If you need a render of your ship in a 3D program rotated to whatever >number of frames you need to achieve smooth animation, let me know. I'm not quite sure what you're offering... the use of a 3D art program? As I said above, these are the cheasiest ships imaginable. My Alien Carrier looks more like a green crescent moon (with a tail or something) in a child's book... In other words, they aren't 3D. They are flat and pixelated =(. (I'm so old fashioned) > > >Robert Covington > > > >-- >To unsubscribe, send ANY message to <futurebasic-unsubscribe@...> > _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com