14-06-19, 22:55 | #1 |
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Animating textures on objects
I'm wondering if its possible to animate textures on objects besides waterfalls?
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14-06-19, 23:28 | #3 |
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Joined: Oct 2006
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I once used a tool to put animating (Level) textures from the TGA onto the horizon object - it worked but the level later got corrupted and would crash. I was just testing to see if it were possible. I wanted a heat-haze on my horizon!
Scrolling textures like waterfalls are possible on animating slots with one limitation - the same textures must be used on a waterfall slot too, then the engine will scroll that texture on animating slots as well. Another trick Core used is to have an object (like a monitor screen for example) with several one-sided meshes. By rotating each face 180 degrees at a time, only one face is visible for a few frames, then the next one ect.. Each face is textured with one frame of an animated texture. |
15-06-19, 10:48 | #4 | ||
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Quote:
Quote:
Similar to this animation I have for a wall texture. |
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15-06-19, 10:55 | #5 |
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For a better effect, couldn't you use an amber_light object near that texture, so to simulate the same effect? You can even modify the colour and the intensity of the pulse
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15-06-19, 10:57 | #6 |
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Are you using Tomb Editor? Then you can also use imported geometry. If you use the same texture file for the object as in the map then it should animate.
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15-06-19, 11:09 | #7 | |
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Quote:
This example is probably a better one. It would be cool to apply this to each face of a light ray object so it doesn't look so 'static'. I am. How do you use a particular texture file for the object? You don't mean apply it to the object in strpix do you? I can't see an option for assigning textures when using import geometry. Last edited by Reggie; 15-06-19 at 11:11. |
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15-06-19, 13:22 | #8 | |
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Quote:
Here's an example (using Blender ): In Tomb Editor, the animation range has been split to a separate file to make things easier: In Blender, the same texture file has been applied and the object sides UV mapped to a tile within 256x256 from the origin (complete texture is 256x512 and each tile 128x128): The object is exported to OBJ and imported into the map: Result in-game: One problem with this method is that different blending modes for transparency are not supported, so it won't look good for light rays. But for opaque objects it could work. |
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15-06-19, 13:47 | #9 |
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Very helpful! Thank you.
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15-06-19, 14:06 | #10 | |
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@JMN: Hey, you should make a new thread out of that post in the Tutorials section! Very useful, thank you! |
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