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#3
12/23/2002 (6:38 am)
I suspect it won't work until the GG guys return from vacation again.
#4
http://home.attbi.com/~robertbrower/guianimatedbitmapctrl.zip
12/23/2002 (9:33 am)
Bummer, the link doesn't work. Well, use this one for now until the GG link works. Thanks...http://home.attbi.com/~robertbrower/guianimatedbitmapctrl.zip
#5
12/23/2002 (11:25 pm)
you have to upload it twice. Its a bug with the site. Just reupload it and it will work.
#6
Good stuff...as all your stuff is. I assume this one works on all platforms? I followed the tutorial that showed me how to get AVI playback...which worked. But that tutorial only showed how to get AVI playback for Win32 only.
12/27/2002 (8:25 pm)
Robert,Good stuff...as all your stuff is. I assume this one works on all platforms? I followed the tutorial that showed me how to get AVI playback...which worked. But that tutorial only showed how to get AVI playback for Win32 only.
#7
12/28/2002 (1:11 am)
This ought to work for all OS's as its just flipping textures using standard engine code. It's good for animations of one second or less, special fx in dialog boxes, etc.
#8
12/28/2002 (5:36 pm)
Is someone going to reupload the zip file or what? If not then this resource needs to be deleted, what a waste of time to visit.
#9
12/29/2002 (1:05 am)
Nathan, download the file from the URL I posted.
#10
12/30/2002 (10:47 am)
The download link is fixed, sorry about that.
#11
the errors are:
Looks promising though.
Matt
12/30/2002 (8:49 pm)
On a clean build I get 8 errors. I am trying to add this to a head. Is it compatible?the errors are:
--------------------Configuration: Torque Demo - Win32 Debug-------------------- Compiling... guiAnimatedBitmapCtrl.cc c:\torque\engine\gui\guianimatedbitmapctrl.h(27) : error C2146: syntax error : missing ';' before identifier 'mMaterialList' c:\torque\engine\gui\guianimatedbitmapctrl.h(27) : error C2501: 'MaterialList' : missing storage-class or type specifiers c:\torque\engine\gui\guianimatedbitmapctrl.h(27) : error C2501: 'mMaterialList' : missing storage-class or type specifiers c:\torque\engine\gui\guianimatedbitmapctrl.cc(140) : error C2065: 'mMaterialList' : undeclared identifier c:\torque\engine\gui\guianimatedbitmapctrl.cc(140) : error C2228: left of '.read' must have class/struct/union type c:\torque\engine\gui\guianimatedbitmapctrl.cc(142) : error C2228: left of '.load' must have class/struct/union type c:\torque\engine\gui\guianimatedbitmapctrl.cc(143) : error C2228: left of '.size' must have class/struct/union type c:\torque\engine\gui\guianimatedbitmapctrl.cc(146) : error C2228: left of '.getMaterial' must have class/struct/union type Error executing cl.exe. guiAnimatedBitmapCtrl.obj - 8 error(s), 0 warning(s)
Looks promising though.
Matt
#12
#include "dgl/materialList.h"
Good luck,
Robert
12/30/2002 (9:34 pm)
I wrote this using 1.1.2. At the top of the .h file, please add the following line of code ->#include "dgl/materialList.h"
Good luck,
Robert
#14
It was developed for animated HUD objects.
01/09/2003 (1:28 pm)
Herm... I wonder if I should post the one I made. It has no arbitrary limit on animation frames, you can set the fps, and you can have multiple animations per object.It was developed for animated HUD objects.
#15
01/12/2003 (8:33 am)
Um YEAH =)
#16
11/25/2003 (10:20 am)
just one thing about this control, whenever the mouse rolls over the skull animation, it messes up how the image looks. is there a way to fix this?
#17
RB
11/25/2003 (11:22 am)
Been a long time since I looked at this control. I don't recall seeing the problem you're mentioning Louis. If I get some spare time, I will look into it though. Good luck.RB
#18
11/25/2003 (11:32 am)
I put the skull animation in the MainMenuGui. Im guessing that it is not meant for that gui. When I place it in the PlayGui, it works just fine.
#19
Maybe this has to do with the processing speed limit which hasn't been set outside the 3d engine?
02/08/2004 (1:37 pm)
It seems like the animation is not checked when used in GUI's like MainMenu and the such. When inside the 3d engine it works, but not outside. It's too fast.Maybe this has to do with the processing speed limit which hasn't been set outside the 3d engine?

Torque 3D Owner Eric Forhan
Eric