SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-14-11, 11:05 PM   #1
Hans Witteman
Kaleun of U-3
 
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
Default Question on textureAnimationData

Hi shipmates,

Anyone had ever used the TextureAnimationData controller so far in SH3 if so what the difference between TextureAnimationData and TextureAnimationData2?

Would like to know the correct procedures to use it for my animated texture for compartment flooding.

When i apply the controller it show first keyframe with usual option to add more via array item.

Is it like animation you export each as obj or only the texture map on different keyframe a bit confuse about this one since it is the first time i use it in game.

Also i think it is not in use anywhere in SH3 to see how the setting are adjust.

Any help greatly appreciated

Best regards Hans
__________________




Hans Witteman is offline   Reply With Quote
Old 04-16-11, 05:13 PM   #2
Hans Witteman
Kaleun of U-3
 
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
Default

Hi shipmates,

I did a lot of test with this controller here the main workflow :

First i import the 3d model and select this option in s3d editor :



After import i got this automatically assign to the 3d model node :




As you can see the controller is applied to the 3d model node and show a texture map node in bottom so i don't have a clue if it work or not.

Best regards Hans
__________________




Hans Witteman is offline   Reply With Quote
Old 04-16-11, 05:49 PM   #3
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
Default

Quote:
Originally Posted by Hans Witteman View Post
...
Anyone had ever used the TextureAnimationData controller so far in SH3 if so what the difference between TextureAnimationData and TextureAnimationData2?
...
Simply... create both using S3D and than look through HexEditor
...
you know i can't look this data in SH4 original files...
__________________
Alex ®


Moses said: "Don't create yourself an idol"...
Anvart is offline   Reply With Quote
Old 04-16-11, 05:55 PM   #4
Hans Witteman
Kaleun of U-3
 
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
Default

Quote:
Originally Posted by Anvart View Post
Simply... create both using S3D and than look through HexEditor
Hi Anvart,

Unfortunately hex is my weakness and if i start to learn the tool i will stop doing modding for awhile so it is not an option for me now.

I sent a PM to Skwasjer let's see if he can shed some light on this one

Best regards Hans
__________________




Hans Witteman is offline   Reply With Quote
Old 04-16-11, 06:09 PM   #5
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
Default

i think you made all... your texture is bigger then your UV mapping... may be on U-coordinate...
__________________
Alex ®


Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 04-16-11 at 06:27 PM.
Anvart is offline   Reply With Quote
Old 04-16-11, 06:14 PM   #6
skwasjer
The Old Man
 
Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
Default

The only difference is a different sub type iirc. Something like 0x8005 and 0x8000. I had to name it v2 because of that difference, but the controller is the same other than that. [edit] this difference I think had to do with being attached to either crew or just static objects. But I don't think the engine really cares whichever version you use.

This controller can be used to animate the UV-map. The 3D model is then fixed. A prime example is the coffee-damp above the mug in the captain room (look it up and play the anim).

[edit] To try it out yourself, make two different UV-map layouts on the same model, and import it. You can get some crazy effects this way when warping the texture...
skwasjer is offline   Reply With Quote
Old 04-16-11, 06:18 PM   #7
Hans Witteman
Kaleun of U-3
 
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
Default

Quote:
Originally Posted by Anvart View Post
i think you made all... you texture is bigger then your UV mapping... may be on U-coordinate...
Hi Anvart,

It is really confusing because i don't know if i have to apply texture on model since it is suppose to animate my texture coordinates.

The only way to import it is via obj so the controller must be applied to the 3d model and not on texture?

I am in complete fog with this right now and the water material animation would look so good in water flooding compartement with this animation if only we can make it work.

Best regards Hans
__________________




Hans Witteman is offline   Reply With Quote
Old 04-16-11, 06:26 PM   #8
skwasjer
The Old Man
 
Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
Default

Your DAT-layout is correct. I don't see what specific problem you have? First you create the model, then make your initial UV layout. Save it as an OBJ. Then adjust the UV-layout and save again as new OBJ. And so on for the number of frames you want to end up with.
skwasjer is offline   Reply With Quote
Old 04-16-11, 06:26 PM   #9
Hans Witteman
Kaleun of U-3
 
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
Default

Quote:
Originally Posted by skwasjer View Post
The only difference is a different sub type iirc. Something like 0x8005 and 0x8000. I had to name it v2 because of that difference, but the controller is the same other than that. [edit] this difference I think had to do with being attached to either crew or just static objects. But I don't think the engine really cares whichever version you use.

This controller can be used to animate the UV-map. The 3D model is then fixed. A prime example is the coffee-damp above the mug in the captain room (look it up and play the anim).

[edit] To try it out yourself, make two different UV-map layouts on the same model, and import it. You can get some crazy effects this way when warping the texture...
Hi Skwasjer,

Thank for replying i want this to work badly, in wich mod this coffee mug is?

Just give me a link or a name so i could search for it?

Ok and you mean i have to put those uv maps in 3d model id window in S3D? Where we put our materials?

So the way i did import it with those 10 frames of texture coordinates would have to be put in the material id window each one on top of the others?

Sorry for the avalanche of questions but i want to show the power of those controllers to others so everyone can used it

Best regards Hans
__________________




Hans Witteman is offline   Reply With Quote
Old 04-16-11, 06:28 PM   #10
Hans Witteman
Kaleun of U-3
 
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
Default

Quote:
Originally Posted by skwasjer View Post
Your DAT-layout is correct. I don't see what specific problem you have? First you create the model, then make your initial UV layout. Save it as an OBJ. Then adjust the UV-layout and save again as new OBJ. And so on for the number of frames you want to end up with.
I did exactly as you say here but the texture is not animated not in S3d and not in game either?

Best regards Hans
__________________




Hans Witteman is offline   Reply With Quote
Old 04-16-11, 06:32 PM   #11
Hans Witteman
Kaleun of U-3
 
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
Default

Hi again,

We have a chat room on our website if we want to discuss the matter live here the link for the chat :

Just enter your name to log in and you are in

http://www.u-boot-hahd.com/ubootwebsite/chat

I am currently log to welcome you if you want

Best regards Hans
__________________




Hans Witteman is offline   Reply With Quote
Old 04-16-11, 06:33 PM   #12
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
Default

Quote:
Originally Posted by Hans Witteman View Post
...
The only way to import it is via obj so the controller must be applied to the 3d model and not on texture?
...
You made it, i thought...

Quote:
Originally Posted by skwasjer View Post
Your DAT-layout is correct. I don't see what specific problem you have? First you create the model, then make your initial UV layout. Save it as an OBJ. Then adjust the UV-layout and save again as new OBJ. And so on for the number of frames you want to end up with.
Look Hans, all very simply... but it's SH3...
__________________
Alex ®


Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 04-16-11 at 06:44 PM.
Anvart is offline   Reply With Quote
Old 04-16-11, 06:36 PM   #13
skwasjer
The Old Man
 
Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
Default

Yea, it may be that SH3 just doesn't support this. I have not ever tested this in SH3, and it is probably 4-5 years ago since I last had it installed
skwasjer is offline   Reply With Quote
Old 04-16-11, 06:40 PM   #14
Hans Witteman
Kaleun of U-3
 
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
Default

Quote:
Originally Posted by skwasjer View Post
Yea, it may be that SH3 just doesn't support this. I have not ever tested this in SH3, and it is probably 4-5 years ago since I last had it installed
Hi again,

Ok so can i officially state that it doesn't work in Sh3 because i want to make a list so modders can avoid spending hours even days to test controllers that are not working in sh3 i am sure many will appreciated such a list.

So if someone can provide me a list off non working controllers i would make a nice document to save people time

Best regards Hans
__________________




Hans Witteman is offline   Reply With Quote
Old 04-16-11, 06:55 PM   #15
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
Default

http://www.subsim.com/radioroom/show...=182587&page=2
# 30


P.S. In any case it must work in S3D... maybe you can't see...?
__________________
Alex ®


Moses said: "Don't create yourself an idol"...
Anvart is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:37 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.