I wrote a small program which takes a gif file, transforms it into a png sprite map, and gives you a sample .rbxmx file for playback (using ImageRectSize and ImageRectOffset)
Yeah, it’s pretty much one big picture, but uploading it to roblox would force it to be scaled down to 1024x1024, so the individual frames would be tiny if you have a gif with hundreds of frames (which they usually do).
OH I get how this works now! At first I thought it split the GIF into individual frames. Now I want ImageRectSize and ImageRectOffset for decals even more.
Does it work for when you have long GIFs?
Had a similar thing on the account CamoCorpVideoContent, though that was made using the Java-like IDE, Processing 2, so not all that ideal
Seems smooth… client-only or server-compatible (Stepped or RenderStepped)?
[quote] Does it work for when you have long GIFs?
Had a similar thing on the account CamoCorpVideoContent, though that was made using the Java-like IDE, Processing 2, so not all that ideal
Seems smooth… client-only or server-compatible (Stepped or RenderStepped)? [/quote]Why would you do this from the server?
Imagine Lilly’s reply regarding a movie theatre. Either you can do like sounds and give un-synced experience for the players, causing possible bugs and whatnot (though I don’t see this method much too bad from the other case, as your argument states my speculations on this field) - or you could get a simpler setup controlling just everthing on the server for synced, but lower framerate/updating experience.