massimilianogoi on 30/11/2009 at 19:36
It is possible to use animated textures??? :eek: I've never knew this.. How?
jtr7 on 1/12/2009 at 00:49
The boiling blue clouds in-game are called Travel Darkness.
Man, if Dark Engine could use animated textures, surely T3Ed could (although I can't recall a single instance in TDS).
massimilianogoi on 1/12/2009 at 03:24
Quote Posted by jtr7
The boiling blue clouds in-game are called Travel Darkness.
Man, if Dark Engine could use animated textures, surely T3Ed could (although I can't recall a single instance in TDS).
That's what I mean!! I've never seen animated textures just untily today, when I reprised to play the official game: on the bar arrows in the menu there's some flickering in. If only I could know what it is.... And more: the cursor on the bar seems really what I am searching for:
Inline Image:
http://i46.tinypic.com/t6th68.jpg
jtr7 on 1/12/2009 at 04:23
Look at the textures with filenames that begin with "META" (but not "METAL"). I don't know how the objects and textures are assembled in the menus, though.
Beleg Cúthalion on 1/12/2009 at 18:08
I'm not really sure about animated textures. But simply because I haven't had any contact with it in T3Ed. I could imagine a cheesy workaround with a script changing the static mesh skin every split of a second, but I don't know how it would affect the performance.
Judith on 1/12/2009 at 18:25
If you haven't got the skins preloaded, it might choke the system for a while when the player first sees the surface the texture's on. After that it should be fine, even when you have surfaces like 512x512.
massimilianogoi on 1/12/2009 at 18:54
Quote Posted by Judith
If you haven't got the skins preloaded, it might choke the system for a while when the player first sees the surface the texture's on. After that it should be fine, even when you have surfaces like 512x512.
Already experimented?
Judith on 1/12/2009 at 19:53
Yup, with both diffuse and normalmap animation. While it may sound cool, it really depends on how fluent is the animation you need. It's kinda hard to get something better than 8 fps. It's a frame-by-frame animation so it's a tedious job as well.
Beleg Cúthalion on 1/12/2009 at 19:59
Quote Posted by Judith
If you haven't got the skins preloaded, it might choke the system for a while when the player first sees the surface the texture's on. After that it should be fine, even when you have surfaces like 512x512.
The preload thing is IMHO what caused the Pagan cornerstones to remain textureless after being shot... the planted-texture was probably missing because it was never baked into an ibt file. But with a blue room this shouldn't be a problem I guess.
massimilianogoi on 1/12/2009 at 22:11
Quote Posted by Judith
Yup, with both diffuse and normalmap animation. While it may sound cool, it really depends on how fluent is the animation you need. It's kinda hard to get something better than 8 fps. It's a frame-by-frame animation so it's a tedious job as well.
How did you get to have the sequence? What method you used?