How I did it:
As an experiment, I tried fiddling around with spritesheets to see if I could create movies in Roblox.
Programs I used: TexturePacker and a program to convert a mp4 to individual JPG files.
Used the mp4 to jpg program to break the movie into individual frames.
I then imported the jpg images into TexturePacker, and formed a giant sprite sheet with them. Once I resized it accordingly to be under 10K pixels in width, I exported it as a PNG (The original PNG can be found here, warning: Big image)
I then looked at one of the chunks in TexturePacker, and figured out that each chunk was about 142x80 pixels - accounting for the padding, I calculated that each in-game image would be about 144x82 pixels. Using the ImageRectOffset and ImageRectSize properties of an ImageLabel, I wrote a script that would play through the sprite sheet like a film strip (Right to left, ascending).
Script:
[code]local x = 10800
local y = 330
local img = script.Parent.ImageLabel
local r = game:GetService(“RunService”)
repeat
wait(1/20)
if y <= 2 then
y = 330
x = x - 144
else
y = y - 82
end
img.ImageRectOffset = Vector2.new(x,y)
until x <= 0[/code]
Currently, the image is stored in the local texture folder, due to the fact that Roblox has a limit on how big images can be. In the near future, I can split the movies into chunks of 1000x1000px, and play them in order.
“In the near future, I can split the movies into chunks of 1000x1000px” I’ve never heard anything about ROBLOX planning to increase the max resolution for uploaded images – if they do, that’s amazing o.o
If only I still had my other computer, I would totally use this for to show off how un-lucky-luck me professionalnoobingflyingcrashingdodging skills are in Planetside 2 while this song is playing in the background :