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

Anvart 06-17-11 06:10 AM

[REL] AnimatedTexture. A small addition to S3D.
 
:yawn:
For breaking of the monotony of your life... one of my old stuff, designed for use in S3D.
Simple AnimatedTexture controller.
Only 4 texture vertices are processed.
Main rule - the first tile (UV map) must be in Top-Left corner of the texture.
Example:

http://img219.imageshack.us/img219/4367/tilingb.jpg

Installing:
Unrar SH3_movietex.rar and then move "movietex" folder into
X:\Program Files\Silent 3ditor\Controllers\_SH3\ folder.
Before run S3D you can delete Controllers.dll and Controllers.dll.cache from user's ..\skwas\S3D_Asm\...\S3D\ folder.
Before using read descriptions for controller and parameters in S3D... using is very simple.
This controller must be attached to Type 4/100 object.
Link:
http://www.mediafire.com/file/9pplqa...3_movietex.rar
///////////////////////////////////////////////////////////////////////////////////////////////////////////
Updated - 18.07.2011
******************
The small minor addition for this controller - TexUnit property.
And now you have full version of AnimatedTexture controller.
Link: http://www.mediafire.com/file/umt820...movietex_2.rar

With this addition, you can animate selectively or basic texture or additional texture (in Type 13 material - as AO/LightMap, Specular and so on).
So as TexUnit property is used in other controllers also, I have identified this enumerated type into a separate file TexUnits.cs (same story with ShiftTexture controller in http://www.subsim.com/radioroom/showthread.php?t=184791).
Installation:
Unpack the archive SH3_movietex_2.rar. Move folder movietex into X:\Program Files\Silent 3ditor\Controllers\_SH3\ folder and overwrite the existing folder and files.
************************************************** ******
Note:
Some people are confused by the phrase "Only 4 texture vertices are processed."... should reassure you - that controller works with objects having more than 4 geometric and texture's vertices.

Anvart 06-18-11 05:17 PM

:yawn:
Feedback welcome, otherwise I have no interest to publish anything...
:salute:

Madox58 06-18-11 05:22 PM

Hi Mate,

I think few understand anything that mentions animation.
I find it a great addition myself.
:yeah:

Anvart 06-18-11 05:35 PM

Hi, Jeff.
Finally I'm reading opinion of skilled modder.
:D

Fish In The Water 06-18-11 05:39 PM

Quote:

Originally Posted by Anvart (Post 1685803)
For breaking of the monotony of your life...

Thanks for breaking up the monotony... :D

But seriously, cheers for the release! :salute:

Madox58 06-18-11 05:51 PM

Anvart,

I think many want to know and learn.
But few actually do take the time needed.

And few are willing to learn new things to progress.
They seem to want a quick solution now days.

Those days are long gone.
And I believe that S3D may have spoiled modding as well as haveing advanced it.

The dangers of the doubled edged sword.

Anvart 06-19-11 05:00 AM

Yes, Jeff, Skwasjer made S3D for modders who are not interested in the game engine, structure of the scripts files (dat and etc) and in methods by useing which some features of the game have been resolved.
Skwasjer made S3D for modders who are interested in the end result (game) and they want everything at once...
... and as a result, they had to put up with some limitations of S3D.
...

Privateer and Fish In The Water, thanks for non indifference.

urfisch 06-19-11 07:45 AM

uhhh...

:hmmm:

is this the controller type, the smoke of sh5 is made of? cause sh5 allows animated textures too. so your controller lets us add nice smoke and a lot better fire!!! thanks a lot, mate. great addition! i think also the bow wave could look a lot better now, and the water splashes could also need some animated textures! this opens up very nice possibilities! also the water tiles itself could get a much more realistic look, if the surface is more in motion.


thanks anvart!

:up:

yes, privateer. i also belong to these people who are interested in a quick solution in modding. i simply do not have the time to dig in every topic as deep, as you would have had to in many cases. so s3d was a big ease. i dont see a problem with it...as long as there are also the "diggers" like you, who let us add all the more complex things!

thank you for taking a lot of time, giving us these possibilities.

:smug:

Alex 06-19-11 08:07 AM

@ Anvart : Regarding indifference, your posts are clear to a minority of the forum members who are skilled modders. And I'm afraid most people (such as I am) just need to see it live in game cause we just don't have the slightest idea of what is now accessible through your mod. Personally I'm a bit dumbstruck. http://i9.photobucket.com/albums/a75...mileys/eto.png

Can't wait to see a video featuring this improvement of yours ! :yeah: :ping:

Myxale 06-19-11 08:31 AM

Since I'm a Code-noob too, -concerning tech-babble-, can one give an example what this addition to the tool can accomplish.

urfisch 06-19-11 08:41 AM

Quote:

Originally Posted by Myxale (Post 1686932)
Since I'm a Code-noob too, -concerning tech-babble-, can one give an example what this addition to the tool can accomplish.

yep. take a look at the smoke and fire in sh5. Its looks that good, cause its an animated texture. So imagine a small video clip, that runs instead of just one image, which is used in a particle system. Normally the particle controller of the fire just using one image and produces different types of this image in size and speed. so it looks like fire. if you use an animated texture, it lets you create a much more real looking fire as it looks like a small video (4 different pics) of a real fire running in a loop, "born" by a particle generator.

Bakkels 06-19-11 10:38 AM

Well Anvart, it might have helped if you added an explanation as to what this thing actually is. Like some people already mentioned; a lot of us don't know anything about in-depth modding and coding, so we have no idea exactly what it is you posted. And because of that, you didn't get that much of a response I think.

So how can you use this animated texture? And what does it do?

Anvart 06-19-11 02:18 PM

@urfisch
Yes, Urfisch, you have understood everything correctly (smoke, flame, steam over a cup of coffee and so on)... except that in the SH3, IIRC, there is no mechanism (code) which turns on/off animation of texture depending on events and situations ...
... therefore modders will have to use a mechanism for turning on/off effects in the interior, StateMachineControl and as well as a variety of tricks.
Quote:

Originally Posted by Bakkels (Post 1686986)
...
So how can you use this animated texture? And what does it do?

The purpose of this thread to give additional tool to modders... and I think I gave enough information to get started.
To do this you must be able to work with an image editor (to make the texture for animation, which consists of an even number of tiles) and with 3D editor.
If someone does not understand how to do this will do other things.
I will not describe the simplest things.
I want to leave some space for your own personal creativity.

urfisch 06-19-11 03:29 PM

thanks, anvart. but this only means, the texture animation will run constantly, if assigned, right?

Madox58 06-19-11 08:12 PM

Quote:

Originally Posted by urfisch (Post 1686905)
yes, privateer. i also belong to these people who are interested in a quick solution in modding. i simply do not have the time to dig in every topic as deep, as you would have had to in many cases. so s3d was a big ease. i dont see a problem with it...as long as there are also the "diggers" like you, who let us add all the more complex things!

I hope you and others did not take my statement as an insult.
S3D has done a fine job and has help greatly.
But like the double edged blade?
It cuts both ways.
Much as I see construction workers who depend on modern tools but can not work without them.
I see S3D as this modern tool in that context.
If I give you a Nail Gun, you will never learn to use a hammer,
And sometimes you need to beat the hell out of something to get it to work.
:haha:


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