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Sim City 4 Devotion Tools => Tools - General Discussion => SC4 BAB Animation Tool => Topic started by: OverPoP on May 31, 2009, 09:43:22 AM

Title: BAB / Bitmap Animation Builder
Post by: OverPoP on May 31, 2009, 09:43:22 AM
Hi, all
My name is OverPoP(過密市長) from Japan :)
I have made a tool “BAB (Bitmap Animation Builder)” for making SC4 animated-props.
BAB is founded on the denham2010’s “AnimatedProp Tutorial” (http://www.simtropolis.com/stex/details.cfm?id=14283)
    (http://myrovp.fromc.jp/SimCity4/BAB/ImgBAB/Fig20.jpg)
I analyzed and modified his method, and arranged it as a single software tool.
    (http://myrovp.fromc.jp/SimCity4/BAB/ImgBAB/BAB1.jpg)

BAB can make your original SC4-animated-props.
    (http://myrovp.fromc.jp/SimCity4/BAB/ImgBAB/anim10.gif)
BAB works with BAT and constructs SC4-animation using BAT-made pictures.
    (http://myrovp.fromc.jp/SimCity4/BAB/ImgBAB/anim14.gif)
BAB's animated props are compatible with SC4 originals
    (http://myrovp.fromc.jp/SimCity4/BAB/ImgBAB/anim15.gif)
If you want, you can make your city more active like …
    (http://myrovp.fromc.jp/SimCity4/BAB/ImgBAB/anim13.gif)      (http://myrovp.fromc.jp/SimCity4/BAB/ImgBAB/Animation06_Bannar1-2.gif)

BAB's animations are not large, not good for the long stroke movements and not good for non looped animation (single action).
But there are many small looping movements in a real city.
If you want some of them to activate your city, now you have a tool "BAB" for that.
Enjoy! gmax-animation, BAB-animation, LotEditor-animation and SC4-animation  :thumbsup:

// DownLoad //
You can download BAB from the LEX #2082 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2082).
Please read Readme.chm before you start BAB.
If you cannot open Readme.chm, remove it's security-option or directly access my site's Readme.htm (http://myrovp.fromc.jp/SimCity4/BAB/Readme.htm).
User's Manual is also on-line BABHelp.htm. (http://myrovp.fromc.jp/SimCity4/BAB/BABHelp.htm)
BAB only works with BAT(gmax), does not work with BAT4MAX(3dsmax).

User's Manual is not enough to explain all of BAB-animation, and also my English is not enough to do it.
But some BSC-team members were already testing BAB and got it’s basic knowledge.
And moreover, there are not a few Japanese BATters and MODders in The SC4D.
So, I hope and believe they would help me(よろしくお願い致しします!).

And ...
HD? What's that? Is that delicious?
Sorry, SC4 bitmap-animation has no space and no pointer for the HD :'(.
Title: Re: BAB / Bitmap Animation Builder
Post by: superhands on May 31, 2009, 10:08:26 AM
OverPoP, thank you for taking the time to make such a useful tool. &apls
this will definitely be handy ;D


dave
Title: Re: BAB / Bitmap Animation Builder
Post by: TheTeaCat on May 31, 2009, 12:51:36 PM
OverPoP San

Welcome and Thank you for sharing this wonderful tool with the community.
It will change the game forever ;D ;D

 :satisfied:
TTC
Title: Re: BAB / Bitmap Animation Builder
Post by: Pat on May 31, 2009, 12:52:42 PM
WOW Overpop you have made such a wonderful tool that I believe will make it easier for all BATter's to do animations now!! I only wish I could BAT now...
Title: Re: BAB / Bitmap Animation Builder
Post by: JoeST on May 31, 2009, 12:59:54 PM
Fantastic tool overpop, thanks for sharing it with us :)

Joe
Title: Re: BAB / Bitmap Animation Builder
Post by: MAS71 on May 31, 2009, 01:38:09 PM
&apls I praise your grand achievement the BAB !!  &apls
Congratulation to completion of the B.A.B and opened to public OverPoP san !  :)
SC4 is not yet end, and it would make some POSSIBILITIES thanks for your B.A.B as well, I belive that !!

I have some images of animated made by your BAB when we had beta-testing. "$Deal"$

-Sunken Road with traffics :
http://img183.imageshack.us/img183/7797/animation05ur01du8.gif
-Night scene :
http://img204.imageshack.us/img204/1604/animation05ur02hk0.gif

Various Animation :
http://img204.imageshack.us/img204/4248/animation04go3.gif

Othres :
http://img385.imageshack.us/img385/7620/animation07bridge1fa2.gif


Title: Re: BAB / Bitmap Animation Builder
Post by: Pat on May 31, 2009, 01:54:25 PM
Mas-san those are some sweet test there!!! I love the sunken cars!!! Also the bowling alley, btw what was that crossing the canal?
Title: Re: BAB / Bitmap Animation Builder
Post by: MAS71 on June 01, 2009, 08:06:21 AM
- Transparency PROP on the BAB -
It's already reported on BSC-Board by OverPoP san. "$Deal"$

I did try to make it for confirm to details, Look out this animated prop with transparency here.
(http://img188.imageshack.us/img188/3382/animation1gyy.gif) (http://img188.imageshack.us/my.php?image=animation1gyy.gif)

You can understand about a stats of transparency with each number of Opacity in this pic.
They are able to displayed right from 100% to 60%, however they displayed without any different from 50% to 0%.




@Pat san
Quote
btw what was that crossing the canal?
Hahaha... :D What do you think abou it ?
This aidea was born from Callagrafx san and Hogmeister san . ;)
so I don't able to talk any more about it now... $%Grinno$%
This is a gondola carrying a car and a person to across the canal.
Title: Re: BAB / Bitmap Animation Builder
Post by: Bobbi on June 01, 2009, 08:17:29 AM
@OverPop san,
What a great tools! Interesting! :thumbsup:

And it's a pity because it can't make a HD animation prop. ()sad()
I hope it can make a HD animation prop in the future. ;)

---Bobbi
Title: Re: BAB / Bitmap Animation Builder
Post by: Swamper77 on June 01, 2009, 09:54:43 AM
And it's a pity because it can't make a HD animation prop. ()sad()
I hope it can make a HD animation prop in the future. ;)

Animations created by this tool are like AVI video files that you find on the internet, they aren't really high quality. So it's likely that HD animations can never be made.

-Jan
Title: Re: BAB / Bitmap Animation Builder
Post by: Mrqs on June 03, 2009, 05:56:27 AM
Hi,

I have downloaded BAB and tried to install. I made the folder SC4BAB, and copied the  BABbox.ms into the gmax/gamepacks/BAT/scripts folder. The demo1.gmax into the scenes folder.
But when I started the BAB, after the BAT button and the BAT/gmax started - in the BAT rollout there's no BAB(export). Just the same as always BAT.
What have I done wrong?

This BAB version don't work with BAT4Max?
Title: Re: BAB / Bitmap Animation Builder
Post by: MAS71 on June 03, 2009, 06:46:05 AM
@Mrqs
Quote
This BAB version don't work with BAT4Max?
'Bat4Max'? This scptipts for 3dsmax, not for BAT(Gmax). ;)
btw, This version BAB is not compatible with Bat4Max(3dsmax) and others.
It's for only B.A.T(gmax) now. ;)
or
If you already installed other scripts(i.e Simfox's HD and more), You should remove(backup) them in each scripts folder beforehand. ;)

Title: Re: BAB / Bitmap Animation Builder
Post by: SimFox on June 03, 2009, 09:26:12 AM
if i may...
i don't think it would be possible to make HD animations...
HD props/models basically fool the game utilizing two different measurement systems - pixels used for FSHs and meters, used for s3D. Since in animations only one system is used  - namely pixels the size you get is what you have.
Speaking about adapting it to work with ba4max - it should be totally possible...
Title: Re: BAB / Bitmap Animation Builder
Post by: OverPoP on June 03, 2009, 10:31:11 AM
I reviced BAB-program before the releasing to save user's time of copying gmax-scripts into the BAB-scripts folder, but with considering of other modding scripts, it might be better to let the user to copy all standard gmax-scripts from zip :-[

If BAT4Max makes pictures as TGA in temp folder, BAB can catch BAT-pictures.
BAB forces BAT to stay and undelete all TGAs and SC4Models in temp folder, and after every frames are exported BAB picks up a picture one by one.     

Quote from: Jan
Animations created by this tool are like AVI video files that you find on the internet, they aren't really high quality. So it's likely that HD animations can never be made.
Yes and a full-length-day&night animation(only 20 seconds) eats huge memories (13.5Mb) in spite of non HD :(
Title: Re: BAB / Bitmap Animation Builder
Post by: Mrqs on June 04, 2009, 01:43:29 PM
Hi,

It's me again  &ops

I have throw out my BAT, Gmax and so on. Then I istalled it from the very beginning. I have VB6 installed too. I was doing step by step from the BAB manual. But when I tried to load demo1.gmax I received the error: "The Scene XRef file: "C:\Program Files\gmax\gamepacks\BAT\scenes\startup\TB2_CameraLightRig.gmax" can not be found". I hope I have not to say that there is in THAT location the right camera light rig.  I don't know what I'm doing wrong.  :'(
I tried to make my own animation. I made it, it works in the gmax animation preview. But when I try to open BAB and export the animation, when BAB close BAT, on the bottom of BAB window I have the red error: "BMP-files not complete".  :bomb:
Please tell me what I have to change to make the BAB work properly?
Title: Re: BAB / Bitmap Animation Builder
Post by: MAS71 on June 04, 2009, 05:04:22 PM
@Mrqs
Yes.....I have a same error as you have. ;D but It's ok, please do not worry anymore. ;)

Please open again "demo1.gmax" ;)
Click a 'Browse',  'Add' and choose directry '....\gmax\gamepacks\BAT\scenes\CamRightRig' and click 'UsePath' and 'OK'.
and You should open again "demo1.gmax". :)

on next, You may be have other error 'Missing Map Files' in this time.
Naturally, We don't have their textures which used in this models. so You should ignore it. ;D
You should re-mapping for them with some texture-images which you like. ;)


And, Let my know how long Frames you have in your animation? and how many Steps ?
Does your all of animation-model within the SSB ?  ()what()
Title: Re: BAB / Bitmap Animation Builder
Post by: SimFox on June 05, 2009, 01:41:52 AM
I reviced BAB-program before the releasing to save user's time of copying gmax-scripts into the BAB-scripts folder, but with considering of other modding scripts, it might be better to let the user to copy all standard gmax-scripts from zip :-[

If BAT4Max makes pictures as TGA in temp folder, BAB can catch BAT-pictures.
BAB forces BAT to stay and undelete all TGAs and SC4Models in temp folder, and after every frames are exported BAB picks up a picture one by one.     
Yes and a full-length-day&night animation(only 20 seconds) eats huge memories (13.5Mb) in spite of non HD :(

Inn a sense it not necessary to force BAB to work directly with bat4max, As long as all it needs is TGA images (I assume with alpha split), then it could be easily replicated on the side, so to say. The whole need for GMAX for Bat4max boils down to generation of SC4Model file. Since here we don't do that and all the IDs are assigned manually/separately it could all be done with rather simple script.
One thing I'm still a bit perplexed about, is that framing feature (Max Size; 248x248; 124x124) what is it function and why does it have to be there... I took a look at the denham2010’s “AnimatedProp Tutorial” and didn't notice same feature/step there...
in terms of size.... does BAB do any compression of the images it uses as frame animation?
Title: Re: BAB / Bitmap Animation Builder
Post by: Mrqs on June 05, 2009, 05:54:24 AM
@Mrqs
Yes.....I have a same error as you have. ;D but It's ok, please do not worry anymore. ;)

Please open again "demo1.gmax" ;)
Click a 'Browse',  'Add' and choose directry '....\gmax\gamepacks\BAT\scenes\CamRightRig' and click 'UsePath' and 'OK'.
and You should open again "demo1.gmax". :)

on next, You may be have other error 'Missing Map Files' in this time.
Naturally, We don't have their textures which used in this models. so You should ignore it. ;D
You should re-mapping for them with some texture-images which you like. ;)


And, Let my know how long Frames you have in your animation? and how many Steps ?
Does your all of animation-model within the SSB ?  ()what()


Thank you for your help. The first part (the wrong path) now works ok. But when I loaded demo1.gmax and exported it to the BAB (95f and 5f) - The BAB still says:"BMP-files not complete"
My own animation (which I mentioned in my previous post) is 100f long.
Title: Re: BAB / Bitmap Animation Builder
Post by: OverPoP on June 05, 2009, 09:02:45 AM
Thank you for your help. The first part (the wrong path) now works ok. But when I loaded demo1.gmax and exported it to the BAB (95f and 5f) - The BAB still says:"BMP-files not complete"
My own animation (which I mentioned in my previous post) is 100f long.
It seems BAB has completed to convert all BAT-picture-files to BMP-files, then BAB saves a file-list as anim.inf in the "...\gamepacks\BAT\BAB\demo1" folder. And after that, BAB opens anim.inf to confirm all of the bmp-files are exist in the demo1-folder. Error:"BMP-files are not complete" means anim.inf is broken or some(or all) bmp-files are lost. How's in your demo1-folder, exsiting anim.inf and 840 bmp-files?
Title: Re: BAB / Bitmap Animation Builder
Post by: OverPoP on June 05, 2009, 08:30:48 PM
Inn a sense it not necessary to force BAB to work directly with bat4max, As long as all it needs is TGA images (I assume with alpha split), then it could be easily replicated on the side, so to say. The whole need for GMAX for Bat4max boils down to generation of SC4Model file. Since here we don't do that and all the IDs are assigned manually/separately it could all be done with rather simple script.
One thing I'm still a bit perplexed about, is that framing feature (Max Size; 248x248; 124x124) what is it function and why does it have to be there... I took a look at the denham2010’s “AnimatedProp Tutorial” and didn't notice same feature/step there...
in terms of size.... does BAB do any compression of the images it uses as frame animation?

Thanks.
When I found TGAs in the temp-folder, I shouted  :o!...I could get non-compressed images to avoid to make double-compressed inferior pictures ( DXT3 to BMP, BMP to DXT3). BAB uses SC4Model to know all TGAs are made by the existance of SC4Model itself and refer the exemplar file to get occupant-size of the animation.

Max.Size: 124x124 is for the SC4 standard animation (true max. is 127x127, I made a limit for 4x4 DXT3-compression), and 248x248 is from my idea.
In the AVP-files...frame-width, frame-height, centering position(CP) x-offset and CP y-offset are all saved as signed-byte (0 to 127) . CP (links to gmax-origin) can be set freely in the 127x127 area and of course set at the corner of it. I thout If I could gather four of it having same CP, I could make a quad-size animation at onece. BAB makes that as 248x248.
Title: Re: BAB / Bitmap Animation Builder
Post by: Mrqs on June 06, 2009, 12:33:21 PM
It seems BAB has completed to convert all BAT-picture-files to BMP-files, then BAB saves a file-list as anim.inf in the "...\gamepacks\BAT\BAB\demo1" folder. And after that, BAB opens anim.inf to confirm all of the bmp-files are exist in the demo1-folder. Error:"BMP-files are not complete" means anim.inf is broken or some(or all) bmp-files are lost. How's in your demo1-folder, exsiting anim.inf and 840 bmp-files?

No, The folder is empty - in the folder BAB there is folder demo1, but it's empty  :thumbsdown:
Title: Re: BAB / Bitmap Animation Builder
Post by: OverPoP on June 06, 2009, 11:18:19 PM
No, The folder is empty - in the folder BAB there is folder demo1, but it's empty  :thumbsdown:

1. Dose "temp"-folder exist in \gamepacks\BAT\ ?

2. Run BAB and start BAT from BAT-button.
    Select demo1.gmax.
    Call task-manager by [ Ctrl + Alt + Delete ] and terminate SC4BAB.exe.
    Set 95f/5f and export demo1.gmax.
    Open "temp"-folder above, then do you find 21 SC4Model-files and 420 TGA-files ? 
 
Title: Re: BAB / Bitmap Animation Builder
Post by: Mrqs on June 07, 2009, 12:05:27 PM
1. Dose "temp"-folder exist in \gamepacks\BAT\ ?

2. Run BAB and start BAT from BAT-button.
    Select demo1.gmax.
    Call task-manager by [ Ctrl + Alt + Delete ] and terminate SC4BAB.exe.
    Set 95f/5f and export demo1.gmax.
    Open "temp"-folder above, then do you find 21 SC4Model-files and 420 TGA-files ? 
 

1/ There is the folder.

2/ yes, after exporting the animation, in the above folder there are 442 files.
20 demo1.sc4Model
1 expend-demo1.gmax
1 CGF-demo1.sc4model
and the rest are *.TGA
Title: Re: BAB / Bitmap Animation Builder
Post by: OverPoP on June 08, 2009, 07:27:27 AM
Thanks Mrqs for testing and I rememberd one thing by your testing!
I want ask BAB-users who living in a country using "," as a decimal separater.
Did you have an error as same as Mrqs had (only case of demo1, not your original)?   
If the error occurs by ",", I have to change BAB-program.
Title: Re: BAB / Bitmap Animation Builder
Post by: Mrqs on June 08, 2009, 08:59:01 AM
Thanks Mrqs for testing and I rememberd one thing by your testing!
I want ask BAB-users who living in a country using "," as a decimal separater.
Did you have an error as same as Mrqs had (only case of demo1, not your original)?   
If the error occurs by ",", I have to change BAB-program.


My own animation don't work either. It has the same "BMP files" error like demo1.gmax has  :'(
Do you have any other idea what can cause this error (if it won't be a "," error)?
Title: Re: BAB / Bitmap Animation Builder
Post by: buddybud on June 08, 2009, 09:20:40 AM
wow and thank you very much.......now i have to add animated props to my elrail mod $%#Ninj2 j/king

this is an awesome contribution and much appreciated.

thanx many times over.

Bud.
Title: Re: BAB / Bitmap Animation Builder
Post by: timcravey on June 08, 2009, 09:49:29 PM
Yee Haw!!!  Thank you, OverPop-san.  Works beautifully!

(http://i272.photobucket.com/albums/jj163/tjms5/Droid4aAnimation1.gif)

I had no problems at all.
Title: Re: BAB / Bitmap Animation Builder
Post by: OverPoP on June 09, 2009, 10:23:22 AM
My own animation don't work either. It has the same "BMP files" error like demo1.gmax has  :'(
Do you have any other idea what can cause this error (if it won't be a "," error)?
Um...Go,Next!
Please replace BAB with this SC4BAB.exe test-virsion (http://myrovp.fromc.jp/SimCity4/BAB/SC4BAB.exe).
Run BAB and export demo1, if message "Terminate BAB using TaskManager" is appeared, then do so.
And open demo1-folder, if anim.inf is exist, open it with notepad, and show me first 12 lines of the anim.inf.

@timcravey
Excelent work!  &apls &apls
If also BAB could scratch your itching back, it's my pleasure! ;D
Title: Re: BAB / Bitmap Animation Builder
Post by: cogeo on June 09, 2009, 11:18:23 AM
Brilliant Tool!  &apls

EDIT:
Forgot to ask, I saw there are some limistations to the FSH images sizes, ie 124x124 (or 248x248). Any idea of what LODshell size this corresponds to?
Title: Re: BAB / Bitmap Animation Builder
Post by: Mrqs on June 09, 2009, 11:59:59 AM
Um...Go,Next!
Please replace BAB with this SC4BAB.exe test-virsion (http://myrovp.fromc.jp/SimCity4/BAB/SC4BAB.exe).
Run BAB and export demo1, if message "Terminate BAB using TaskManager" is appeared, then do so.
And open demo1-folder, if anim.inf is exist, open it with notepad, and show me first 12 lines of the anim.inf.

Here is:

demo1
 20
 420
0
0
733CBDF_
CC8B0000
19.0
13.0
19.0
 124
 1,2
Title: Re: BAB / Bitmap Animation Builder
Post by: OverPoP on June 09, 2009, 01:02:47 PM
Thank you.

demo1
 20
 420
0
0
733CBDF_  <---- WHY! WHY!  ()what()
CC8B0000
19.0
13.0
19.0
 124
 1,2

If anm.inf and bmps are remain, then ...
Please show me first SC4Model's full filename "000000-demo1-0xd....." in the temp folder.
And open anim.inf with notepad, change "_" of "733CBDF_" to "1", and save the anim.inf. ("_" must be a number)
Then Start BAB, push "Load"-button, select demo1 and click "Load"-button on the dialog.
Title: Re: BAB / Bitmap Animation Builder
Post by: Mrqs on June 09, 2009, 02:41:24 PM
Thank you.


If anm.inf and bmps are remain, then ...
Please show me first SC4Model's full filename "000000-demo1-0xd....." in the temp folder.
And open anim.inf with notepad, change "_" of "733CBDF_" to "1", and save the anim.inf. ("_" must be a number)
Then Start BAB, push "Load"-button, select demo1 and click "Load"-button on the dialog.


There's no model files in that folder. There are one .inf and many many  ()stsfd() .BMP files.
The name of the first BMP file is demo1_000000_Z1E_DA10.BMP

When I done what you want me to do - the "BMP-files are not complete" occured (on the yellow background).

My mistake - i checked the "demo1" folder. Now I'll will make all the test from the beginning and will write every info you need.

OK.
The new anim.info looks:
demo1
 20
 420
0
0
733CBDF_
41730000
19.0
13.0
19.0
 124
 1,2

The first model file in the temp folder: 000000-demo1-0x5ad0e817_0x7733cbdf_0xca0000.SC4Model

After changing the "_" to the "1" the "BMP" error still exists.
Title: Re: BAB / Bitmap Animation Builder
Post by: OverPoP on June 09, 2009, 06:56:09 PM
000000-demo1-0x5ad0e817_0x7733cbdf_0xca0000.SC4Model
0xca0000 part(6 digits) is must be 0x30000(5 digits and only this number).
I think "ModelNames.ms" in "\gamepacks\BAT\scripts" is old-version.   
Please check your "ModelNames.ms"
 ;)

Title: Re: BAB / Bitmap Animation Builder
Post by: Mrqs on June 10, 2009, 03:30:35 AM
000000-demo1-0x5ad0e817_0x7733cbdf_0xca0000.SC4Model
0xca0000 part(6 digits) is must be 0x30000(5 digits and only this number).
I think "ModelNames.ms" in "\gamepacks\BAT\scripts" is old-version.   
Please check your "ModelNames.ms"
 ;)

You are right - I had the wrong ModelNames.ms
I've changed this and now the names of files are correct - they have 0x30000 at the end of the names.
When I started the BAB (test version), after the gmax I checked the files. In the anim.info there was BA6678FC number - I think this is ok. The names of the model files had 0x3000 in their names.
But when I start BAB to go on (didn't use the file manager) the old error of "BMP-files not complete" occured once again.  :'(
Title: Re: BAB / Bitmap Animation Builder
Post by: OverPoP on June 10, 2009, 12:28:24 PM
I still doubt decimal separater. Please try this version (http://myrovp.fromc.jp/SimCity4/BAB/SC4BAB.exe) (changed around D.S. codings).
Title: Re: BAB / Bitmap Animation Builder
Post by: Mrqs on June 10, 2009, 12:47:21 PM
I still doubt decimal separater. Please try this version (http://myrovp.fromc.jp/SimCity4/BAB/SC4BAB.exe) (changed around D.S. codings).

Now it works!  $%Grinno$%  :D ;D  Thank you for patience. Now I will try my own animation and will write here how it works.

Ok.  My animation works. But is too small (I made the changing light before the train intersection with street. But I think it is too small - the colors are changed (red is black) and I cant see the animation. But the BAB works ok. Now I will try to make my animation work good. I have two questions:

When I dowloaded BAB and read about it, I met something about how big the animation can be and so on - I remember the blue box and nothing more  &ops. Maybe you know what I'm talking about?
And the second one:  How can I "record" my animation and post it here?
Title: Re: BAB / Bitmap Animation Builder
Post by: OverPoP on June 11, 2009, 07:40:11 AM
BAB is my first world release and also my first TOOL ;D   
Sorry, to take your time so long.
By the way, why other ","-users don't have that problem? ()what()
I will upload fixed BAB soon, any way.

When I dowloaded BAB and read about it, I met something about how big the animation can be and so on - I remember the blue box and nothing more  &ops. Maybe you know what I'm talking about?
And the second one:  How can I "record" my animation and post it here?

Did you make a SBB (= animation's max-size)?, if you made it, you could compare it with sc4 tile-size(16m).
And about posting a animation at BBS, you need softwares - movie capture, movie converter and gif-editor (almost of them you can get as free-soft). Sorry, I don't have enough knowlede of software-selection suitable for your PC-environment :-[.
Title: Re: BAB / Bitmap Animation Builder
Post by: Mrqs on June 11, 2009, 09:21:18 AM
BAB is my first world release and also my first TOOL ;D   
Sorry, to take your time so long.
By the way, why other ","-users don't have that problem? ()what()
I will upload fixed BAB soon, any way.

Did you make a SBB (= animation's max-size)?, if you made it, you could compare it with sc4 tile-size(16m).
And about posting a animation at BBS, you need softwares - movie capture, movie converter and gif-editor (almost of them you can get as free-soft). Sorry, I don't have enough knowlede of software-selection suitable for your PC-environment :-[.


The TOOL is awesome  &apls

Maybe someday you will release the BAB for 3ds MAX  ::). I make my BATs only with 3DSMAX and now I had to return to gmax - this is why I forgot about names in BAT/gmax.

I read about SBB somwhere but now I can't find where  ()sad()

Ah.. maybe the other users of "," use other fonts?  ;D  :D
Title: Re: BAB / Bitmap Animation Builder
Post by: OverPoP on June 11, 2009, 09:51:26 AM
Forgot to ask, I saw there are some limistations to the FSH images sizes, ie 124x124 (or 248x248). Any idea of what LODshell size this corresponds to?
Thanks cogeo
Those limits are from AVP's parameters for the sizes (each using only one byte), and 256x256 (DXT3 compressed) images are used for the animation-image-container and they are stored in the FSH.
The animated-prop has no LOD and no S3D, then SC4-system makes it form the prop's OccupantSize, I suppose.

@Mrqs
Look at the top of the manual's gmax-Animation.
3ds and HD are the great wall for the BAB to overcome :bomb:
Title: Re: BAB / Bitmap Animation Builder
Post by: OverPoP on June 20, 2009, 01:55:32 AM
I have updated the BAB as version 1.1.090.
BAB is now improved about some functions and fixed some bugs.
If the animations you made are certainly worked, you don't need to remake them.

Fixed bugs:
  - Calculation error of the frame counter.
  - Problems of decimal separater ",".
  - Wrong rotation (animated-prop was oriented toward wrong direction on the LotEditor).

Improved functions:
  - Added "Insert blank frames" command in the frame editor.
  - Changed Simple-Shadow parameters. 

And new sample "Mask & Shadow" is added to the BAB-manual.
Masking is a important way to make built-in animations.


EffectsDir supports S3D and FSH but not for ATC, making One-Shot animation seems impossible  &Thk/(
 
Title: Re: BAB / Bitmap Animation Builder
Post by: MAS71 on June 20, 2009, 05:09:03 AM
Thank you for fixed and updated a BAB OverPoP san! :)

By the way....
About the "MASK Objects" has color true BLACK "R00, G00, B00".
It would be a mask for animated prop with the BAB.
however, The Result of Export of normal PROP with BAT(or 3dsmax), It could not be a MASK right. $%Grinno$%
(In this case, these BLACK objects will not be transparent in SC4Model files)
I think that a lot of poeple whom using a BAT(or Max) long times would confused about that maybe. :-[


### for Japanese ###
バグ修正、BABのアップデート、ありがとうございます! :)

マスクとして使われる黒のオブジェ(R00,G00,B00の色のオブジェ)についてですが…。
BABではこの黒のオブジェが「マスク」として機能されますよね。
ですが、通常のPROPとしてエクスポートする時は、この黒いオブジェは透過される事無く「黒いオブジェ」として扱われてしまいます。
この辺りがBAT(3dsmax)を使い慣れている方には間違いやすいかもしれませんね。 :-[
Title: Re: BAB / Bitmap Animation Builder
Post by: OverPoP on June 20, 2009, 09:31:09 PM
however, The Result of Export of normal PROP with BAT(or 3dsmax), It could not be a MASK right. $%Grinno$%
(In this case, these BLACK objects will not be transparent in SC4Model files)
I think that a lot of poeple whom using a BAT(or Max) long times would confused about that maybe. :-[

:o aaaaaaah! my misunderstanding again!
BAT exports non-alpha images but has LODs, so BAT can know the difference of background's black and object's black.
BAB cannot do it. When BAB makes alpha from BAT-images, BAB ignores real-black color (but it makes the way of Masking).
Sometime in this 1.5 years, I did misunderstand that BAT also should ignore the black.
Ignoring the black is BAB's spec. and the masking is the method only for BAB.
I will add them on the manual.

Thanks MAS-san   :)
Title: Re: BAB / Bitmap Animation Builder
Post by: OverPoP on June 27, 2009, 12:27:19 PM
Welcome. Welcome to simCity 17
(http://myrovp.fromc.jp/SimCity4/BAB/ImgBAB/anim24.gif)
Dr.Breen taught me about the orientation problem of the LotEditor besides our reproductive cycle.
On the LotEditor, two groups of the animaions are placed and the right group is seems to be well, but it will be fail on the game map.
North and South have no problem, but East and West are reversed.
On the LotEditor, the left group is set correctly according to the prop's arrow but the LotEditor shows the animatin reversed.
(http://myrovp.fromc.jp/SimCity4/BAB/ImgBAB/Fig37A.jpg) (http://myrovp.fromc.jp/SimCity4/BAB/ImgBAB/Fig37B.jpg)
So, if the animation is to be set toward east or west, the animation must be placed like this... >:(
(http://myrovp.fromc.jp/SimCity4/BAB/ImgBAB/Fig37C.jpg)
Title: Re: BAB / Bitmap Animation Builder
Post by: Pat on June 28, 2009, 03:13:31 PM
overpop san that is simply stunning work you have done w/BAB and all the hard work too!!!!  I love that animation of the guy there that is sweet...
Title: Re: BAB / Bitmap Animation Builder
Post by: pspfsx on July 09, 2009, 09:09:23 AM
 :thumbsup: :thumbsup: :thumbsup: &apls &apls &apls
thanks,overpop,but how can I download?
Title: Re: BAB / Bitmap Animation Builder
Post by: jp on July 11, 2009, 11:58:44 AM
wow Dr.Breen from Half-Life 2!! second best game ever (after SC4 of course)
Very nice work on the BAB :thumbsup:
Title: Re: BAB / Bitmap Animation Builder
Post by: cogeo on November 10, 2009, 10:13:36 AM
I have some questions about BAB:
- Is it possible to make an animation visible in zoom levels 1 & 2? If not, one would have to make a special (static) prop visible in zooms 1 & 2 only.
- How can you make the animation moving faster or slower? For example, a very slow animation with the "period" time set to one game-day?
- Is it possible to make an animation that stops after all frames are played (ie one that doesn't cycle, but displaying the last frame), and triggered again in some specific time of day?
Title: Re: BAB / Bitmap Animation Builder
Post by: OverPoP on December 07, 2009, 12:08:05 PM
I'm sorry to be too late for replying to your questions :-[.

Quote
- Is it possible to make an animation visible in zoom levels 1 & 2? If not, one would have to make a special (static) prop visible in zooms 1 & 2 only.
I think ... Zoom-Level 1 and 2 are not visible by the setting of SC4-sistem.
This kind of animation has 2 control-files AVP and ATC, and ATC has 5 Z/L.
When I tested Zoom-Level, I made 5 Z/L pictures and set paremeters in ATC, also I set appearanceZoomsflag=1F. Then Z/L 1 and 2 were seen on the iLive Reader but they were not on the LotEditor.          

Quote
- How can you make the animation moving faster or slower? For example, a very slow animation with the "period" time set to one game-day?

"Faster" is made by thinning out of animation frames, but the SC4-animation has about 10 frames per second. So, it is little difficult to show the animation fast and smooth.     
"Slower" is easy by setting Frame-steps(gmax:BAB table) smaller or End-time of Time Configration(gmax) larger.
"Longer" is very difficult. Because animated images are set on the 256x256 bitmap-planes and the bitmap-planes are allowed 256 to use that means to make a longer animation is to make a smaller one. One game-day animation will be a tiny lamp sending signales in morse code (for about an hour in real).

Quote
- Is it possible to make an animation that stops after all frames are played (ie one that doesn't cycle, but displaying the last frame), and triggered again in some specific time of day?

If it is possible, BAB can be more useful tool and will get a award for something, but it seems almost impossible.
I tested some parameters about it, but they didn't work.
I only know one SC4-default lot ( 0x2ad50000---ARR16x2x16_CrossingArms_2AD5 ) that has non cycled animations and static images (...animated "open", static open, animated "close", static close...) . It may be controled by a trafic "Effects"(in your territory?) 
I hope the answer of "One Shot" to be found in "Effects" .
    
Title: Re: BAB / Bitmap Animation Builder
Post by: xxdita on December 07, 2009, 04:30:08 PM
I haven't tested the BAB, as I'm not a batter, but I love what it's already added to the game so far.

It seems like you should be able to add in the same image a few times, to give the illusion of the prop being static, even with the animation still running.
Title: Re: BAB / Bitmap Animation Builder
Post by: justinrpg on September 07, 2010, 10:29:32 AM
OK i downloaded BAB but i cannot even get it to open i get an error upon startup stating Cannot Find original B.A.T Scrips C:\gmax\gamepacks\BAT\Scrips\TB2Main.ms 
after that error... i get another error stating: "stop statement encountered"


Is this a Windows 7 Issue or does the program not work at all


EDIT: It seem like that SC4BAB is automatically renaming all the scripts files.... after open then error TB2Main.ms is renamed to BAK__TB2Main.ms and as well as the other scripts... if i have all the Script files... i get an error stating "Path Not found" then after that all the scripts in BAT has the prefix BAK__ and then BAB Cannot find them again
Title: Re: BAB / Bitmap Animation Builder
Post by: c1bmmonom on October 01, 2010, 05:53:46 PM
I know this does'nt works with bat4max, but if i have instaled bat4max v4 and i make a model in gmax and sc4bab will bat4max has any influence with my model???
Title: Re: BAB / Bitmap Animation Builder
Post by: c1bmmonom on October 10, 2010, 03:31:46 PM
Forget my last message until that!!! I have a few quetions: is this topic alive?? I'm very entusiast with BAB and i made alright a eolic animated turbine with it, but i wanna know if overpop is still on the forum and maybe know if someone else work with bab and may help me on my way with bab! The maximum of animations is 248x248 but if i wanna a outdoor on top of a tall build i can make a prop and then highest a prop on other way?? maybe with lot editor or don't know which other tool to use?? Moderators please let me know if this topic was abandonated!!! Sorry for english, is'nt my 1º language!!
Title: Re: BAB / Bitmap Animation Builder
Post by: skyscraper242 on July 09, 2011, 07:38:02 AM
I've got a problem. An error occures if I wanna start BAB. I use Windows7, is that the reason?
Title: Re: BAB / Bitmap Animation Builder
Post by: willsim on July 21, 2011, 07:08:48 AM
I cant seem to get the program started and was hoping someone could help these are the error messages Ive ben getting  first it says on top(blue bar) (BAB) Error then in the box Error: Path not found. 2econd one (in order) is (BAB) missing bat scripts in the blue bar and the box says Cant find origanal bat scripts.     (C:gmax/gamepacks/BAT/scripts/tTB2main.ms), when closed I get a box that says SC4 BAB in the bar and An exclamation triangle that says Stop statment encountered.
 Ps my computer is a windows xp proaith an amd athlon hd and the latest dirextX. ()= brackets

Thanks willsim
Title: Re: BAB / Bitmap Animation Builder
Post by: MAS71 on July 21, 2011, 09:31:00 AM
@Willsim
I don't understand well to your situation  :-[
Do you have installed the BAB with these steps in this page ?
 --> http://myrovp.fromc.jp/SimCity4/BAB/Readme.htm
Please check it again an explanation of "INSTALL" in a page.  ;)

Hope this helps  :)
Title: Re: BAB / Bitmap Animation Builder
Post by: willsim on July 21, 2011, 11:45:09 AM
@Willsim
I don't understand well to your situation  :-[
Do you have installed the BAB with these steps in this page ?
 --> http://myrovp.fromc.jp/SimCity4/BAB/Readme.htm
Please check it again an explanation of "INSTALL" in a page.  ;)

Hope this helps  :)
I checked all of this and it still does the same thing please help me I even installed vb6 runtime and lot editor, have bat and gmax
Title: Re: BAB / Bitmap Animation Builder
Post by: MAS71 on July 22, 2011, 09:59:08 AM
Can you using normally B.A.T without the BAB ?

Does 1st error appeared after you started a BAB ?

the box says Cant find origanal bat scripts.     (C:gmax/gamepacks/BAT/scripts/tTB2main.ms)
As message said,  Is there the file "TB2main.ms" in this folder surely ? (It's not "tTB2main.ms")

I don't know what a Blue-Bar that you said, I don't have any idea.... &mmm
Title: Re: BAB / Bitmap Animation Builder
Post by: xannepan on May 21, 2012, 12:09:49 PM
Sorry for posting in this thread after such a long time of no activity... But I just have to give my compliments for creating such a great tool! I used it for the first time andit worked witthout any problems! Thanks for such a great tool!

-alex
Title: Re: BAB / Bitmap Animation Builder
Post by: HurricaneMod10 on September 21, 2020, 05:29:33 PM
I can't be able to get a sign in or login on this site, which has been lots of errors on the register and the site is log onto https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2082 website.

Thanks.
Title: Re: BAB / Bitmap Animation Builder
Post by: Tarkus on September 21, 2020, 06:49:59 PM
If you're trying to log on via the little pop up box that shows up when you load the page, that doesn't really work.  Try logging in via the LEX's front page (https://sc4devotion.com/csxlex/) first instead, and then try out that link.

-Alex
Title: Re: BAB / Bitmap Animation Builder
Post by: HurricaneMod10 on September 27, 2020, 01:07:26 PM
I did try to logging in via the LEX'S front page while the login doesn't work to makes the register with very bad data entries, which are loads of errors on this data.

Hopefully they will need to sort thing out to be a fixing on this data with solved problems.

Many thanks,
Tom
Title: Re: BAB / Bitmap Animation Builder
Post by: HurricaneMod10 on October 02, 2020, 05:09:14 PM
Every time I sign in a login page I get multiple times via the LEX's front page and it doesn't work it.

Bad Data Entries.
Title: Re: BAB / Bitmap Animation Builder
Post by: Tarkus on October 03, 2020, 06:04:57 AM
That would be an account issue.  From the looks of it, you may be trying to use the wrong login for the LEX--note that the LEX and the forum databases are not connected in any way.  I have found an account that is attached to the email you used to register on the forums, and I'll be passing that info along to you via PM in just a moment.

-Alex
Title: Re: BAB / Bitmap Animation Builder
Post by: HurricaneMod10 on October 05, 2020, 11:18:34 AM
That would be an account issue.  From the looks of it, you may be trying to use the wrong login for the LEX--note that the LEX and the forum databases are not connected in any way.  I have found an account that is attached to the email you used to register on the forums, and I'll be passing that info along to you via PM in just a moment.

-Alex

Thanks for letting me know about your details. I will PM to you via the LEX page.