ZylonBane on 10/10/2006 at 18:45
I could take a whack at the "scrolling graph" tech texture (P0050.PCX). That one should be relatively easy.
If animation rates are going to be increased, I think it would be a good idea to keep it consistent. Default interval on terrain texture animation is, if I recall correctly, 200 milliseconds (5 FPS). Most animated tech textures are 4 frames. Quadrupling the frame count and quartering the animation interval would give us 16-frame animations running at 20 FPS-- basically exactly the same loop time but much smoother.
Of course, some animated textures look correct at their current rate (blinking lights and such), so probably shouldn't be messed with.
Bjossi on 10/10/2006 at 18:55
Making the animation of the worm goo smoother might make them even more disgusting to look at. :p
ZylonBane on 10/10/2006 at 19:04
How many times do I have to tell you that object textures can't have their animation rate changed?
blaydes99 on 10/10/2006 at 19:12
Quote Posted by ZylonBane
I could take a whack at the "scrolling graph" tech texture (P0050.PCX). That one should be relatively easy.
If animation rates are going to be increased, I think it would be a good idea to keep it consistent. Default interval on terrain texture animation is, if I recall correctly, 200 milliseconds (5 FPS). Most animated tech textures are 4 frames. Quadrupling the frame count and quartering the animation interval would give us 16-frame animations running at 20 FPS-- basically exactly the same loop time but much smoother.
Of course, some animated textures look correct at their current rate (blinking lights and such), so probably shouldn't be messed with.
Yes, EVERYONE LISTEN TO ZB AND LEARN - consistency is 100% necessary when producing quality results, so for the love... please, yes. Sounds great BTW.
Just let me know when and where to get any textures that you've done and I'll produce some before and after in-game screenshots to get everyone all lathered up.
EDIT: I wanted to do some retexturing of the earth.mis for actual playing: how do the textures over at: (
http://facelift.quakedev.com/retexture/) http://facelift.quakedev.com/retexture/ look for some quick textures. We can also borrow some concrete and other textures that do not need updated offset data (walls, floors).
Textures that need updating, such as: ERT007, ERT023, ERT027 (fam/ert 1), and some of those Solus textures (fam/ert 3). Also, among all the various tech families, there are those P00xx textures that are tiny and used all over the place. P0008 is especially atrocious.
blaydes99 on 10/10/2006 at 21:53
I will most likely we using the txswap tool (taken from Telliamed's DarkLib) to switch out some textures. When adjusting the scale, the instrcutions (txswap.txt) do not mention what other values are available for scale. I'm guessing that +1 means double, +2 quadruple, and -1 is to half. Can anyone confirm this?
Also, object texture animation rates could theoretically be improved if we: "use the tweq->models property to change an objects model (and thus skin, if each mesh is set to use a different texture). Basically you can use tweq to make an object cycle through up to 5 or 6 shapes..." (taken from shocked forum). (I don't want to mess with that right now, so this is info for someone who has a project in the works).... but wait a minute...couldn't we cycle through various models to get reloading animations to work?
So for example, with the shotgun: Fire animation, raise up and rotate, changing into reload model. Insert shells/clip of shells (this is an animation of the shells going into the gun), then have the pump move and the gun lowers again. The hardest part would be to sync. the transitions and create the models. You could use the same model for each motion, simply have it under different names.
Bjossi on 11/10/2006 at 08:41
Quote Posted by ZylonBane
How many times do I have to tell you that object textures can't have their animation rate changed?
I'm not talking about the objects, I'm talking about the worms that you see on the geometry like when you exit the elevator in Hydro. Or are those considered objects too? :erm:
Assidragon on 11/10/2006 at 11:46
Quote Posted by blaydes99
Also, object texture animation rates could theoretically be improved if we: "use the tweq->models property to change an objects model (and thus skin, if each mesh is set to use a different texture). Basically you can use tweq to make an object cycle through up to 5 or 6 shapes..." (taken from shocked forum). (I don't want to mess with that right now, so this is info for someone who has a project in the works).... but wait a minute...couldn't we cycle through various models to get reloading animations to work?
So for example, with the shotgun: Fire animation, raise up and rotate, changing into reload model. Insert shells/clip of shells (this is an animation of the shells going into the gun), then have the pump move and the gun lowers again. The hardest part would be to sync. the transitions and create the models. You could use the same model for each motion, simply have it under different names.
While I am by no means expert with DromEd, I see problem with that. To create a smooth animation you'd need to use a creepy amount of models, which do not get loaded while the level loads but rather on the fly, the first time you see them, lagging the game.
ZylonBane on 11/10/2006 at 14:07
Quote Posted by Bjossi
I'm not talking about the objects, I'm talking about the worms that you see on the geometry like when you exit the elevator in Hydro. Or are those considered objects too? :erm:
They're not "considered" objects... they ARE objects. Did you miss the whole updated goo models thread a few weeks back?
Bjossi on 11/10/2006 at 14:13
Yes I did miss that one.
You probably don't realise that I don't know anything about this, the goo on the geometry could have been a texture, at least if the game was rendered with Serious Engine which I know much better than Dark engine.
blaydes99 on 11/10/2006 at 14:24
Quote Posted by Assidragon
While I am by no means expert with DromEd, I see problem with that. To create a smooth animation you'd need to use a creepy amount of models, which do not get loaded while the level loads but rather on the fly, the first time you see them, lagging the game.
Well, the "PRELOAD: TRUE" flag in ShockED might take care of any lag, but we wouldn't have to create but 4-5 models of the same thing. Just start the animation in a different place for each model and then switch through the models every 50-100 milliseconds. That way you get 20 fps on a weapon.
BUUUUUUTTTT, why don't I just worry about the terrain textures right now? Some day we will have reloading animations (different models), but not today.