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Topic Subject: Trigger Studio: Frame Number Box for Objects(under Rotation)
posted 08-11-12 00:25 AM CT (US)   
Hi, perhaps its been talked about, but since Trigger Studio is now Archived(i already searched it entirely for this topic), and nothing turning up in the search of this entire forum-I pray to ask the question - that it will be possible and be answered with great hope, one that may be on others minds and of course my own!

The Frame number box - what does it do if anything?


That frame number there '4' is what I entered in myself - but no change in game! However, I have noticed that other objects have certain frame numbers already in the box, some that are the same rotation as another of the same object yet they list different frame numbers! *scratches head*
I hope to be able to enter in a graphic number for any arrow graphic I need, whether its shooting downward towards the left, or right, or straight, and up, right angle, left angle - because I need a specific one for my project to work nice! :P

Cheery Thankya's

~Ms. Ravishing(all in a bind)

I am a redhead that loves to mod games. I love artwork, pixel art, creating or editing images of all kinds.
Peek Here

[This message has been edited by germaniccrusader (edited 08-11-2012 @ 00:27 AM).]

Replies:
posted 08-11-12 00:38 AM CT (US)     1 / 7  
The frame number is which frame of the graphic the unit is in. In this case, it will be the idle graphic (standing still). For example, if you watch a knight standing still, the horse rears up. The standing animation consists of a number of frames, from standing still, up to the full rearing position and back down again. The frame number merely changes which frame the unit start on. For a building with multiple frame (ie, house), that frame number should change which house graphic is displayed. Finally, a little trick for designers, if the frame number is "99999" the unit will be invisible until you move it. I don't recall who exactly discovered this, but I use it regularly.

Regarding your arrow, I assume that changing the frame number will go through the various stages of the arrow's flight. For example, the arrow start by being shot upward at an angle, then levels out, then goes downward at an angle. Thus, the low frame number would look like this [ / ] (angled upward), a middle frame number like this [ -- ] (level) and a high frame number like this [ \ ]. The overall progression of the graphics would look like this:

/ -- \

I hope you understand. I'll try and explain it a little better if you need me to.

"The Dreaming God thinks that Carol should treat his impotence with viagra so that he will be more enthusiastic about the game." - Ash

[This message has been edited by Sarn (edited 08-11-2012 @ 00:41 AM).]

posted 08-11-12 01:34 AM CT (US)     2 / 7  
Thanks Sarn, I understand it all quite easily, as this is exactly what I was expecting it to work like. But the problem is, (i forgot to mention the trouble I was having) even when I change the number to something different, it still displays the same arrow - according to the Rotation drop selection only, so far. I could leave its Rotation alone(which would have it set at 0/4 standard) and change the graphic frame slot to say- 12' -but it didnt change anything when I went back and reloaded it in the editor.

~Ms. Ravishing.

I am a redhead that loves to mod games. I love artwork, pixel art, creating or editing images of all kinds.
Peek Here
posted 08-11-12 03:10 AM CT (US)     3 / 7  
There are two dat numbers that matter in this instance, frame and rotation. A 50 frame slp of a knight attacking would for example have 10 frames per angle, 5 angles (the three left facing angles are mirrored to right). What you are looking for therefore is the rotation number.

The rotation is in pi. There are 2 pi radians in one complete circle. Assuming facing down is the zero of your circle, then southwest is 1/8 of a circle, or 1/4 pi radians. West is 2/4 pi radians, northwest is 3/4 pi, and north is 4/4 pi. Northeast, east, and southeast are 5/4, 6/4, 7/4 pi respectively.

To set an object to face the direction you wish, choose the corresponding correct value in radians. Also, be sure to not click on the object again, or AOKTS will sometimes reset the value for larger numbers.

Now, your issue is different. Missiles have more rotations than other graphics. Units for example only rotate in 45 degree installments, or 1/4 pi installments if we stick to radians. Missiles (and ships I think), unfortunately for you, rotate by 22.5 degree increments, or 1/8 pi. That means there are twice as many angles, 16 instead of 8. I don't know if there's anything in Aokts you can do about it.
For a building with multiple frame (ie, house), that frame number should change which house graphic is displayed.
No, house graphics have 1 frame and 3 angles. The slp is made of three frames, yes, but the graphic only has one frame per rotation. You have to rotate the house to get the next graphic. The house unit, then, can be changed by inputing 0/4pi, 1/4pi, or 2/4pi.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king

[This message has been edited by Matt LiVecchi (edited 08-11-2012 @ 03:17 AM).]

posted 08-11-12 03:23 AM CT (US)     4 / 7  
For a building with multiple frame (ie, house), that frame number should change which house graphic is displayed.
No, house graphics have 1 frame and 3 angles. The slp is made of three frames, yes, but the graphic only has one frame per rotation. You have to rotate the house to get the next graphic. The house unit, then, can be changed by inputing 0/4pi, 1/4pi, or 2/4pi.
Ah, ok. I didn't try it and I forgot about the rotation being separate. My mistake.
But the problem is, (i forgot to mention the trouble I was having) even when I change the number to something different, it still displays the same arrow - according to the Rotation drop selection only, so far. I could leave its Rotation alone(which would have it set at 0/4 standard) and change the graphic frame slot to say- 12' -but it didnt change anything when I went back and reloaded it in the editor.
The frame number works within the rotation. In your situation, the rotation determines which direction the arrow faces and the frame count determines how far in the arc the arrow is. For instance, rotation 1 and frame count 1 would have the arrow pointing into the sky to the southwest. Rotation 5 and frame count 7(?) would have a arrow pointing northeast and it would be part of the way through the arc (so it should be at or near horizontal).

I'm not positive, as I cannot check right now, but like Matt said, I think the rotation is closer to what you want, and you shouldn't need to bother with the frame count.

"The Dreaming God thinks that Carol should treat his impotence with viagra so that he will be more enthusiastic about the game." - Ash
posted 08-11-12 03:29 AM CT (US)     5 / 7  
Oops, I dont think I understand Matty! Is it possible you could show me a few screenies to show what you are doing? Ive tried rotating the graphic using that Rotation drop menu and while the 5/4 is the arrow shooting down from the upper left to lower right like this: \ I now want to get the exact opposite which is shooting down from the upper right towards the lower left: / But not 0/4-7/4 has any I can use. Heres example Lol:

Or are you saying I can do more in the graphic frame slot like Ive been wondering, I just have to use pi??
EDIT: Ah Sarn, I see what you mean, I dont think I tried it that way yet!
*dives back into the wonderful world of DiGiT*
*arrives back disappointed*
Well, I tried it again, I set rotation to 6/4 and Frame: 1, then Frame 2, Frame 3, and still no change in GAIA object 'Arrow' flight angle path!

~Ms. Ravishing(unwind me pleez)

I am a redhead that loves to mod games. I love artwork, pixel art, creating or editing images of all kinds.
Peek Here

[This message has been edited by germaniccrusader (edited 08-11-2012 @ 03:45 AM).]

posted 08-11-12 03:58 AM CT (US)     6 / 7  
Yeah, that's probably my fault you don't understand. I'm forgetting this is AoK and not vector algebra.

Here's the simplest way to think of it:

Don't worry about anything but that. That's how aok names the rotations. It's a bit confusing because they go clockwise instead of CCW, but I digress, just follow the chart.

problem for you is, that system only applies to regular units. Arrows have twice as many rotations (I think, I'm going from memory here). Basically, what I'm telling you is you are screwed.

AoKTS only has 8 rotation choices. But your arrow has sisteen angles. See the problem? The only solution I know of would be to just unlock the arrow in AGE, place it in the editor a bunch of times until you hit the right rotation, and then mapcopy.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
posted 08-11-12 10:13 AM CT (US)     7 / 7  
OH, thats EXACTLY what I feared!!! NoOoooOOOOoOOoooo!! Aahhh.

Ok, I think I know how I can still specifically use the arrow I need. If I go and place a million until I get the one I want, then I can delete the rest, go back to AoKTS and edit that Arrow to be placed where I need it!

That should still work right?

EDIT: Well....yep, it changes the graphic the moment I selected it in AoKTS, so I just ditched that effort to make my thing look more awesome and realistic. Gotta stop trying to make AoK do things it never was meant to! But surely there is some way that DiGiT could have the object stay in its original graphic and not change it...

Anyways, I'm moving on with the project but now I know a little more about AoKTS!

Thankyou for all the lovely help dearies!
*hugs*

~Ms. Ravishing(worn out)

I am a redhead that loves to mod games. I love artwork, pixel art, creating or editing images of all kinds.
Peek Here

[This message has been edited by germaniccrusader (edited 08-11-2012 @ 01:02 PM).]

Age of Kings Heaven » Forums » Scenario Design and Discussion » Trigger Studio: Frame Number Box for Objects(under Rotation)
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