all images are in correct directory, all images are .tga format . all images are correctly named . ingame, only the ''preview/radiant'' image shows . every other animation using the above script works perfectly .textures/protronfield/prisonscreen
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
animMap 09 textures/field_protron/cellmation1.tga textures/field_protron/cellmation2.tga textures/field_protron/cellmation3.tga
textures/field_protron/cellmation4.tga textures/field_protron/cellmation5.tga textures/field_protron/cellmation6.tga
rgbgen global
//alphagen global
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
animation
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PKM
- General
- Posts: 1888
- Joined: Tue Aug 09, 2005 4:43 pm
- Location: Philadelpia but stuck in San Antonio TX (hell)
animation
does this script for animation look at all wrong to you ?...
i'm not f****** angry, i'm from philadelphia .


Try this:
The animMap line has to be one line with no breaks. Is there a decimal point missing from the timing number ".09"?
Code: Select all
textures/protronfield/prisonscreen
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
animMap 09 textures/field_protron/cellmation1.tga textures/field_protron/cellmation2.tga textures/field_protron/cellmation3.tga textures/field_protron/cellmation4.tga textures/field_protron/cellmation5.tga textures/field_protron/cellmation6.tga
rgbgen global
//alphagen global
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
-
PKM
- General
- Posts: 1888
- Joined: Tue Aug 09, 2005 4:43 pm
- Location: Philadelpia but stuck in San Antonio TX (hell)
the break shown in the post's quote box was caused by the forums post margins . i'll give your suggestion a shot but i'm hip to what you're saying; when i write anim scripts i always maximized notepad and backspace each :
textures/folder/imagename.tga to double check for that space . as far as i know the decimal point isn't needed for the animation speed portion of the code, at least i've never used it .
http://files.filefront.com/protron+anim ... einfo.html
textures/folder/imagename.tga to double check for that space . as far as i know the decimal point isn't needed for the animation speed portion of the code, at least i've never used it .
http://files.filefront.com/protron+anim ... einfo.html
i'm not f****** angry, i'm from philadelphia .


default
These images are default to the game. See if they work in your shader.
Code: Select all
animMap .15 textures/mohmenu/briefing/briefing3a.tga textures/mohmenu/briefing/bootcamp.tga textures/mohmenu/briefing/airborne.tga textures/mohmenu/briefing/bombers.tga textures/mohmenu/briefing/portphoto.tga textures/mohmenu/briefing/invasionfleet.tga textures/mohmenu/briefing/shoreguns.tga textures/mohmenu/briefing/convoy.tga textures/mohmenu/briefing/battleship.tga textures/mohmenu/briefing/higginsboat.tga textures/mohmenu/briefing/depot.tga textures/mohmenu/briefing/omahalanding.tga textures/mohmenu/briefing/defeat.tga textures/mohmenu/briefing/mannon.tga
-
PKM
- General
- Posts: 1888
- Joined: Tue Aug 09, 2005 4:43 pm
- Location: Philadelpia but stuck in San Antonio TX (hell)
the code is the exact same code currently being used by other animated textures within the same .shader . they all work . is there something about converting a .png to a .tga that would affect the image itself ? compression or something along those lines ? usually if any part of the code is screwed up in the animated shader i just get the yellow outlined black/white box that blinks.
i'm not f****** angry, i'm from philadelphia .


tga
If the tga images are bad, you should get errors in the console. Like, tga is not type 2 -- or something like that. To fix them, find a tga image from the game, copy and resize it, then paste your image on top, and rename it. Don't forget to also copy the alpha channel, if there is one.
-
PKM
- General
- Posts: 1888
- Joined: Tue Aug 09, 2005 4:43 pm
- Location: Philadelpia but stuck in San Antonio TX (hell)
i started having problems also with any custom transparent textures i had made . tried everything under the sun, including remakes of the custom textures, redoing the scripts...then i moved a couple new .pk3 files out of my main and boom, i have transparency in my new custom textures . all the textures i had made with transparency in them up until i added those couple .pk3 files still worked, it was just the new ones. i'm hoping this bug applies to the animation problem also .
i'm not f****** angry, i'm from philadelphia .



