Animated Textures
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Would anyone mind looking into animated textures more?
I am trying to get a 4 images x 4 images (one file) to be cycled through (left to right, top to bottom).
I came across the following but I was unable to do much other then alter the speed that it “animates” the texture, which looks rather odd and not near what I would like.
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=3234#forumpost3234-Thanks
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Not clear with this. You want a continuous animation or slideshow for something?
I have 2 kind of those things, first is slideshow, then the continuous animation(rolling):
http://player.youku.com/player.php/sid/XMjQ4NDc4NDcy/v.swfIf you want a continuous animation, just set the MADeltas to
1.000000 //period in sec
1.000000
1.000000
0.000000
0.000000Here is detail.
in LS’s example, he use
1.000000 1.000000 1.000000 1.000000 0.000000 1.000000 1.000000 1.000000 1.000000 0.000000 ```because there are 2 key node for the animation i guess.
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Slideshow is I what I am looking for I believe, would you mind posting the texture that is being used for the red sign in the first part of the video?
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NeXoSE wrote:
Antares wrote:
Slideshow is I what I am looking for I believe, would you mind posting the texture that is being used for the red sign in the first part of the video?Well, sorry i can’t give you the fish, because that’s is secret related stuff. But i can tell you how to hunting the fish.
Slideshow will be the other story. You can found one in RH01 base’s city scene.
First you need at least two MAKeys nodes, in your case, you need 4 nodes to get your texture work, say:
(No test yet) MAKeys -0.250000 //Node1, X, move texture on X axis. -0.250000 //Y, move texture on Y axis. 0.000000 //X restrain, squeeze texture on X axis. 0.000000 //Y restrain, squeeze texture on Y axis. // How to move your texture is depend on the way you used to mapping the texture. I suppose you using the default way (Horizontal center, vertical center). so i move to -25%, -25%, that will be the center of first image block. -0.250000 // Node 2 0.250000 0.000000 0.000000 0.250000 // Node 3 -0.250000 0.000000 0.000000 0.250000 // Node 4 0.250000 0.000000 0.000000
and you need MADeltas
MADeltas 0.000000 // Set 0 so don't display this 0.000000 0.000000 0.000000 0.000000 10.000000 // Display first node for 10 secs 0.000000 0.000000 0.000000 0.000000 10.000000 // Display node 2 0.000000 0.000000 0.000000 0.000000 10.000000 // Display node 3 0.000000 0.000000 0.000000 0.000000 10.000000 // Display node 4 0.000000 0.000000 0.000000 0.000000
Now we have 5 nodes on MADeltas, so change MACount to
5 0
Done.
Hope this helps
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So I got it working everywhere but in space which would be nice. Any idea for that issue?
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How do you mean, everywhere?
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Antares wrote:
So I got it working everywhere but in space which would be nice. Any idea for that issue?If it working in base room (i guess that is your mean), It’s actually should working anywhere in your Freelancer world.
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It’s working for the animation when the ship flies down/up to/from the docking area, at the dock area, and at the ship dealer.
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To make the slideshow, how does the picture has to look like? Or there should be different pictures?
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TheDvDMan wrote:
To make the slideshow, how does the picture has to look like? Or there should be different pictures?Like this:
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I have an interest in animated textures, is it possible to add rotation to a texture
im thinking of ways to make proppellers look like they are spinning, the actual model animation just sounds way too complicated besides I wouldnt be able to make the propeller spin as fast as i want it, with the blur effect and stuff.
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Not that I’ve ever found. But it should be possible to simulate it using a flip-book style (same as the thread on animated signs, using frame anims, instead of slide). I’d user a tile count of 16 for that to approach looking fluid, but the texture would probably look best at 1024x1024 or above. Each frame should show the rotation progressing, and you can add in whatever blur effect you like
You could conceivably use both mesh and material together, having a single face centered on the propeller (with the mat anim on it) along with the regular rotating prop at a slower speed. It would look more authentic, and have thickness then.
Good luck.