07-09-2012, 05:40 AM
How would I make this if buildism does not support Animated GIFs?
Trying to make a film grain screen GUI
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07-09-2012, 05:40 AM
How would I make this if buildism does not support Animated GIFs?
07-09-2012, 05:47 AM
Fail scripting.
OT: When I posted this, my iCrap keybored was set to French. Don't ask.
07-09-2012, 06:05 AM
07-09-2012, 07:04 AM
You could always manually animate it (Make 10 different pictures and set the script to randomly cycle through them).
07-09-2012, 02:10 PM
07-09-2012, 06:46 PM
you have to load them before the gui plays for best effect by leaving them in a tiny gui in the corner for 10 seconds or putting them in the game as a decal on a hidden block
I am a terrible scripter, could somebody script it for me?
It's hard enough to learn the English language let alone LUA.
Alright, basically here's what you do:
Make a bunch of 800 by 800 transparent "grainy" overlays and upload them to tinypic or wherever. If you have a GIF already, separate the layers and make each one into a PNG. Then, in the World, put something like this in a script: [lua] link(game.Players.ChildAdded, function(player) --this calls it whenever someone joins if player:isA("Player") then --make sure that we're not trying to put a GUI into some part that ended up here idiotically local frame = create("UIFrame") -- the main GUI holder frame.Size = Vec2D(0, 0) frame.Position = Vec2D(0, 0) frame.Parent = player.UI -- give it to the player local overlay = create("UIImageButton") overlay.Size = Vec2D(0, 0) overlay.Position = Vec2D(0, 0) --this gets the solid-color background out of the way overlay.Image = "http://imagehost.com/imagehere.png" overlay.Parent = frame -- now we have a non-moving grainy overlay, time to add the flickering local ns = create("Script") ns.Name = "Animator" ns.Source = [[ local images = {"http://imagehost.com/image1here.png", "http://imagehost.com/image2here.png", "http://imagehost.com/image3here.png"} --put all the URLs in this table like I have done with the examples lastimage = "" --this so it doesn't keep the same image twice function getNewRandom() local randim = math.random(1, #images) if images[randim] ~= lastimage then return randim else return getNewRandom() end end while true do sleep(0.1) local rand = getNewRandom() script.Parent.Image = images[rand] lastimage = images[rand] end ]] ns.Parent = overlay end end) [/lua]
07-10-2012, 06:32 PM
Going to try that right now, thanks Qwerty.
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