Bik'ing or png'ing all & every trade screens.

As i step forward into the intended X-Worlds assets and features, i suddenly realize huge bytes could be "spared" by a simple code-adaptation.

Yup, this is about the movies and the heads nodding an almost YES and shaking slowly to puzzle me out on their status or intentions.

Mind you, i have actually made numerous angry/happy/neutral/trade/small for each and every last 39 races present -- AS png templates only, so far.
But, i figured why in heck would i really need to fix a whole bunch of 10 seconds worth of still images when i could simply add fancy animations(&/or-unanimated!) and symbols to sprinkle nicely looking stuff?
And yet, were those THAT much more important or strictly desirable for what their file sizes would endup being?

So, i started a few... compiled the avi, converted to bik, juggled with rates and still as a result, these new files of 1500kbs on average are always less than about 5 seconds of flashy things. Calculate all you want, at 39 times four types -- i'd worked on something like 65++MBs in total for the full set.

My question or rather my request should then be this...

1) Shouldn't we be able to take a simple still (as compressed png) and slug it right into the bik reserved lines? And the program would, somehow, react accordingly. Knowing a default line could have two type of files and recognize the alternatives.

2) 300 frames in a row for a full 10 second worth of animated symbols are definitely more stack-hungry than a still. Provided the premise is the very same and the image was purposely created in an obvious fashion. Ya know, something like Green & Red smilies. Knives and flowers, etc.

3) I understand the default/trade pics are actually used when there is no biks available. Thus, effectively loosing its initial state once trade screens must show us variations via movies. At the expense of cpu-clockings, though. I'd rather splash an image on, done. Fast, filling the contract.

How do i go about doing the above mod-wise?
Cuz, i'm just about ready to give up on making the whole sets and giving instructions to people on how to use rad tools, and make their own **smaller sized** biks out of given pictures. OR, if the option would be there, to edit some xml lines that would replace biks (default calls) with pngs.

- Zyxpsilon.
2,751 views 4 replies
Reply #1 Top
That whole thing sounded like you were - so very high on 'something'.
Reply #2 Top
It's 2008 and we're worried about the resource demands a little moving picture brings?
Reply #3 Top
Efficiency never hurts Uranium, though I don't see why he wants to go biking when he has a game like GalCiv 2 on his computer. Remember to wear a helmet, Zyxpsilon.
Reply #4 Top
;) -- :) !!!

I truly wasn't high or even on wheels, guys.

But, Uranium-235... you ARE absolutely right; once again, i shouldn't stop myself from providing the top-most 'quality' to players - at whatever the bytes cost. (PS; System resources are pretty weak overhere -- P4/1.5 is kinda lazy, i know, but it works soooo *slowly* in some gameplay sections!)

It's just that i was concerned by the huge files which would have to squeeze into the 20MBs onsite-barrier. I can always wrap everything into more than one zip and what if the whole package goes beyond a personal/artificial wacky strangy limit.
Thus, it's decision time....
-----?
--?
----!
---?
--lemme...
-think---..
Made up my mind.

*CONCLUSION* : Expect it as much as exactly how i meant them to be all along!
Full blast (Electrifying is a better word - more about this later, you'll see!), colorful, theme enhanced, animated, smiling, true biks - for everyone to enjoy.

And, around 64+ unique planets, also.

But, really, somebody from SD staff should really think about the "idea" of png/bik switching as stated above. Cuz, it's worth it - CPU-Clock&Counter-wise.

Anyhow, i am also into the process of fixing the surface buildings (64s, i have to set aside 128s for TA, btw) and their individual queries.
I'm quite high on perspective slappings, blurring losses and what else for each of these; just the T'leth yellowy-tomb is a wild party.
X-Com is such a fantastic concept and source of inspiration that i even got to take out the "em@il" version out of its dusty corner to pull a few tilesets and figure if anything can fit in - which it does, for a few special slots.

Long story short, gotta go back to work. Even if only on foot and relatively... s-Low.
:)

- Zyxpsilon.