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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL] AnimatedTexture. A small addition to S3D. (https://www.subsim.com/radioroom/showthread.php?t=184667)

skwasjer 06-21-11 05:01 PM

Hey Anvart, thx for this.

@jeff
I do not completely agree S3D has dumbed down people. S3D helped speed up mod development and made it more accessible for sure for the mass. But it has not taken away the fact that if you want to do cool and/or advanced stuff, you have to dive deeper into the matter (no pun intended). And usually only a handfull of people will actually try and/or have the capacity to do the more difficult stuff. S3D or no S3D.

So yea Anvart, with (new) stuff like this (even though it may not appear to be that hard in the long run) 99% click away from this thread directly. Don't feel discouraged by this, there's always someone that will appreciate it.

PS:
Quote:

Before run S3D you can delete Controllers.dll and Controllers.dll.cache from user's ..\skwas\S3D_Asm\...\S3D\ folder.
S3D 'should' automatically recompile the DLL/cache if changes are made to CS-files in the controllers folder.

skwasjer 06-21-11 05:12 PM

Mirror: http://s3d.skwas.com/redist/S3D_v099... by Anvart.rar

Anvart 06-22-11 03:23 AM

Quote:

Originally Posted by skwasjer (Post 1688423)
Hey Anvart, thx for this.
...
So yea Anvart, with (new) stuff like this (even though it may not appear to be that hard in the long run) 99% click away from this thread directly. Don't feel discouraged by this, there's always someone that will appreciate it.
...

Thank you, master, for your support ... and many thanks you for S3D through which I can show to all what I mean... and what i want to say... :rotfl2:
Quote:

S3D 'should' automatically recompile the DLL/cache if changes are made to CS-files in the controllers folder.
When editing of *.cs files, this does not always happen.

Hans Witteman 06-30-11 01:33 AM

Hi Anvart,

Fantastic work my friend i was despair to have this to work in s3d and you did it kudos mate:Kaleun_Thumbs_Up:

This will make my water in compartment flooding just the way i want it:Kaleun_Applaud:

And i have a lot of ideas on how to use it and where, you make my day mate.

Best regards Hans

Anvart 06-30-11 05:28 AM

Remember, Hans, my friend.
Type of mesh must be 2 !!! or 4.
IIRC, controller don't work with Type of mesh 6 or higher...

Goodluck. :D

Tomi_099 06-30-11 07:20 AM

What happens here!
 
Hello I need a little inspiration Anvart with animation and controllers,:03:
and I believe you that you have. !
I work almost 2years in these type II Engin / Interior-and I'm a little tired because almost the entire
Modify interior. A little help and inspiration I could use.

Will you be there? :hmmm:

Type II is not afraid of tomorrow Engin not ready! :yawn:

Hans Witteman 06-30-11 01:38 PM

Quote:

Originally Posted by Anvart (Post 1694555)
Remember, Hans, my friend.
Type of mesh must be 2 !!! or 4.
IIRC, controller don't work with Type of mesh 6 or higher...

Goodluck. :D

Hi Anvart,

Ok so you mean it won't work on type 1 mesh?

In a word we cannot have it on an already animated mesh object.

If so it won't work on my animated water flooding but it will be great for other stuff i have in mind like card board real fire animation and water splash effect and explosion.

Best regards Hans

Anvart 06-30-11 01:52 PM

Hi, Hans.
IIRC, in SH3 are used 0, 2, 4, 6, 14 types of mesh... for different purpose.
For mesh animation uses type 2 of mesh as standard...
IIRC, i have tested 0, 2, 4, 6 and 14 types of mesh... with 6 and 14 controller did not work.
You can change type of mesh for 3D model in S3D very easy. :03:

P.S.
I think, when you speak about Type = 1 you speak about type of chunk with mesh (model) data... it's not type of mesh...
And, look material.dat, may be you can use the controller there.

Anvart 06-30-11 02:05 PM

Quote:

Originally Posted by Tomi_099 (Post 1694644)
Hello I need a little inspiration Anvart with animation and controllers,:03:
and I believe you that you have. !
I work almost 2years in these type II Engin / Interior-and I'm a little tired because almost the entire
Modify interior. A little help and inspiration I could use.

Will you be there? :hmmm:

Type II is not afraid of tomorrow Engin not ready! :yawn:

Sorry, Tomi... now i'm very far from SH. :timeout:

Tomi_099 06-30-11 03:48 PM

Quote:

Originally Posted by Anvart (Post 1695029)
Sorry, Tomi... now i'm very far from SH. :timeout:


I very much regret, :shucks: but also bestow on us with valuable tools :woot:


Keep it up, much success! :up:

Hans Witteman 07-01-11 12:08 AM

Quote:

Originally Posted by Anvart (Post 1695021)
Hi, Hans.
IIRC, in SH3 are used 0, 2, 4, 6, 14 types of mesh... for different purpose.
For mesh animation uses type 2 of mesh as standard...
IIRC, i have tested 0, 2, 4, 6 and 14 types of mesh... with 6 and 14 controller did not work.
You can change type of mesh for 3D model in S3D very easy. :03:

P.S.
I think, when you speak about Type = 1 you speak about type of chunk with mesh (model) data... it's not type of mesh...
And, look material.dat, may be you can use the controller there.

Hi Anvart,

Ok i understand now so i can used it the way i was thinking of first:Kaleun_Wink:
Good work again mate.

Best regards Hans

DivingDuck 07-12-11 04:55 PM

Moin Anvart,

many thanks for your efforts, my friend. I´ve made use of your new addition to S3D. Check this thread: http://www.subsim.com/radioroom/show...&postcount=151

Regards,
DD

skwasjer 07-13-11 08:11 PM

Very nice!

Anvart 07-15-11 03:05 PM

Quote:

Originally Posted by DivingDuck (Post 1703262)
Moin Anvart,

many thanks for your efforts, my friend. I´ve made use of your new addition to S3D. Check this thread: http://www.subsim.com/radioroom/show...&postcount=151

Regards,
DD

Excellent, Stefan.
I did not doubt in your creativity.

Anvart 07-18-11 12:23 PM

Final version.
 
I hope some modders already have tried AnimatedTexture controller.
Now I added a bit of the headache for you... TexUnit property is added to this controller. :haha:
You now have a full version of this controller.
See the first post in this thread.

:salute:


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