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Rotating Textures


Springheel

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I'm doing some work on the GUIs and would like to experiment with rotating textures. I know there is a rotate command that you can apply to materials, but I haven't been able to track down how it works.

 

I'll keep looking, but in the meantime, does anyone here know how to do this already?

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Although I might not be remembering correctly, I believe the argument to rotate is measured in terms of counter-clockwise revolutions. (eg, to rotate 90 degrees clockwise, you'd rotate by -0.25)

 

It may be worth noting that (I believe, but haven't tested) rotate doesn't work well with normalmaps, since it probably just rotates the image sampling without modifying the normal texels. (in other words, you can't use it to make spinning gears in the game-world; you need to put the texture on a face that's really rotating)

 

PS, the id dev site's material keyword list is always invaluable anytime you're doing material editing, even if it doesn't always give a complete description of how things work.

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I'll give those a try, thanks. I'm not worried about normal-maps--this is actually for the menus. Although we don't have any access to the splash screen GUI script (it's hard-coded for some reason) we CAN change the material, so I'm going to experiment with adding animation that way.

 

PS, the id dev site's material keyword list is always invaluable anytime you're doing material editing, even if it doesn't always give a complete description of how things work.

 

I checked there, but I really didn't understand what it said. I'll have to experiment.

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Ok, I've managed to get rotating textures to work, which is a start. Can't seem to blend them the way I want to, though.

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I'm trying to add a swirly background effect to the mission failed gui. If I were using photoshop, I'd set the fog layer to darken or multiply, but I don't know what the equivelant is in material blend types.

 

I can keep experimenting, but if you know of a good source for explaining (preferably with pictures) what each blend type does, that would be great.

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Ok, I've added an updated mission failure gui that has swirling fog at the edges. I think it looks pretty good.

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