Jump to content
The Dark Mod Forums

Animated Textures


Goldwell

Recommended Posts

I have a small 5 frame texture that I wish to animate, I was wondering how I would go about this?

 

I tried using a material to do this but it flashes red randomly which obviously doesn't work. Anyway the material is written as follows

animated_test


{
        noshadows
        {
                if ( (time * 24) % 5 == 0 )

                
                map     textures/anim/1
        }
        {
                if ( (time * 24) % 5 == 1 )

                
                map     textures/anim/2
        }
        {
                if ( (time * 24) % 5 == 2 )

                
                map     textures/anim/3
        }
        {
                if ( (time * 24) % 5 == 3 )

                
                map     textures/anim/4
        }
        {
                if ( (time * 24) % 5 == 4 )

                
                map     textures/anim/5
        }
}

If anyone knows a fix to the above or knows of a different way to animate textures I would really appreciate it :)

  • Like 1
Link to comment
Share on other sites

You have to specify a blend mode. The map command doesn't do anything for itself.

 

So for example:

 

blend diffusemap
map textures/anim/1
  • Like 1

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

 

You have to specify a blend mode. The map command doesn't do anything for itself.

 

So for example:

blend diffusemap
map textures/anim/1

 

Oh I see, thanks! :)

Link to comment
Share on other sites

You can also use a texture strip like this:

textures/particles/caustics
{
   qer_editorimage textures/particles/causticsstrip_ed.jpg
   noSelfShadow
   translucent
   noShadows
   twosided
   {
      blend add
      map textures/particles/caustics.tga
      scale 1 / 24 , 1  // this is where you define the frames of your texture strip, if i'm remembering correctly 1/24 means 1 image divided by 24 frames
      scroll table32[ time * .2	] , 0  // this animates the frames in this case i used a table to modulate the animation
      rgb 0.1
   }
} 

Or a ROQ video has a texture like this:

video/caustics
{
	nonsolid	
	noimpact	
	nodamage	
	noShadows	
	noSelfShadow
	translucent
	qer_editorimage	textures/editor/video.tga
	{
		name	"Stage 1"
		blend	add
		videomap	loop video/caustics.roq
	}
}
  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • nbohr1more

      The Lieutenant 3 is out! Congrats Frost_Salamander! ( raising awareness )
      · 2 replies
    • OrbWeaver

      Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
      · 5 replies
    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
    • nbohr1more

      Trying to be productive on my down-time before Capcom releases Akuma and my son is constantly on my PC playing Street Fighter...
      · 1 reply
    • OrbWeaver

      Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.
      · 4 replies
×
×
  • Create New...