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Does TDM support: animated Gifs?


Bikerdude

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Dials, gauges and clocks can all be handled by rotating textures. We already have clock hands that do that. You just change the table they use and you can have them act as gauges that rotate back and forth. I had that working on a new steambeast I was working on last year before I lost all the materials.

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A lot of grandfather clocks have this (I can't imagine you never saw it before :D). The clocktower in the training mission has it too.

 

So yes for the things you mention use a rotating texture with alpha channel. For sliding textures you can use a translating texture. For more generic image sequences you can use a video.

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I was experimenting with something like that lately. This is a section of a material shader file that cycles through each texture in turn.

 

  {
  if ( ( time * 5 ) % 4 == 0 )
  map	  textures\frame1.tga
  }
  {
  if ( ( time * 5 ) % 4 == 1 )
  map	  textures\frame2.tga
  }
  {
  if ( ( time * 5 ) % 4 == 2 )
  map	  textures\frame3.tga
  }
  {
  if ( ( time * 5 ) % 4 == 3 )
  map	  textures\frame4.tga
  }
  {
  if ( ( time * 5 ) % 4 == 4 )
  map	  textures\frame5.tga
  }

 

Time is an builtin value. So it's if (time * number of frames) % (Number of frames -1) = Frame No then display that frame.

Edited by hank morgan
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Speaking of animated textures, my question isn't entirely related, but...

 

Can textures be manipulated ingame to create the illusion of movement? The second level of an old game called Blood was in a moving train, and there's a

which does the same thing. I'd love to do something of this type.

 

Basically, they continuously offset the scenery textures, and that creates the illusion of constant movement. Could this be done? I'm assuming the same way you make analog clocks could be used for this as well.

Edited by Skaruts

My FMs: By The Cookbook

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I would do it with a skybox.

You make your mission, a train.

You put it into a corridor of skybox texture.

You bind the skybox camera onto a mover, and the mover drives through a toy railroad in the skybox room.

Clipper

-The mapper's best friend.

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Not sure exactly what method they used....

 

http://www.youtube.com/watch?v=7WlnPQOsMro

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Not sure exactly what method they used....

So the Inventors are coming up with these contraptions these days? :)

 

It's really hard to tell. It seems he did something like what I did once for HL2 where I had several sections of the map moving backwards and being teleported back to the front as they reached the back. This was really glitchy in the Source engine though, you could see gaps between the sections as they moved, among other things, so I quickly gave up the idea.

 

Either that, or the skybox thing Sotha mentioned, and probably a script to randomly pop up trees and such. The only thing that's clear in his videos is that the terrain actually moves.

 

And he doesn't @£§€#$% stand still! :S

Edited by Skaruts

My FMs: By The Cookbook

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