Bush??

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Snake
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Bush??

Post by Snake »

Does somebody now how to stop the animations of this static-natural-bush model, so that the bush doesn't move anymore.
Can someone help me with it, because i'm not so good at scripting?
Here is a picture of that model:
http://www.dodstudios.net/uploads/uploads/vit.jpg

Thanks
Yarik
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Post by Yarik »

Why not make it move?
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Snake
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Post by Snake »

For better FPS
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Post by IxQue »

i think you need to change the model animation for that, i think it can't be done with radiant
..
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Snake
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Post by Snake »

Can you tell how?
nuggets
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Post by nuggets »

if you go into pak0.pk3
/models/scripts/tree.shader

then where you'll see something like
tree1_3 // Cross section
{
qer_editorimage textures/models/natural/tree1_3.tga
nomipmaps
cull none
deformVertexes flap t 24 sin 0 3.5 0 0.2 1 0
deformVertexes flap t 24 sin 0 3.5 0.25 0.3 1 0
{
clampmap textures/models/natural/tree1_3.tga
depthWrite
alphaFunc GE128
alphaGen distFade 1536 512
rgbGen lightingGrid
}


just remove deformVertexes ... (the whole line)

or create a new .shader and copy the rest of the info and give it a new name :D
hope this helps, prob not cos it's all foreign 2 me :-/
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Alcoholic
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Post by Alcoholic »

i think you can give it a targetname and add the line in ur script:

$bush.no_idle = 1
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Snake
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Post by Snake »

I copied those lines from the static model bush from Pak0 and i copied those lines in a new shader file.
I did like you sayed, removing the two lines from deformVertexes but they are still moving, i don't now what i'm doing wrong.
Maybe it's more then simple removing those two lignes from the shader file.
Here is a picture from my new shader file for that bush, you can see that i removed the deformVertexes from all the bushes.
http://www.dodstudios.net/uploads/uploads/to.jpg

Nuggets, Maybe (if you got time) i can send the new shader file to you and you can take a look what i did wrong.
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Alcoholic
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Post by Alcoholic »

maybe you can try my idea it might work.
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Snake
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Post by Snake »

Alcoholic, i just tried your idea but they are still moving, maybe you can make a test Pk3 file of that bush.
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bdbodger
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Post by bdbodger »

what did you name the pak with your new shader in it ? the paks are read alphabetically so make sure the pak is after pak0 so that it loads after the game pak and check the tik with the model of the bush you want and make sure the bush uses that shader .
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tltrude
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shader

Post by tltrude »

You don't need a pk3. If you put the shader in a folder named scripts in main, it will overwrite the shader in pak0. However, what you need to look at is the tiki file for that bush. There is more then one shader for it because some parts move and some don't. The tiki file will tell you the names of the texture shaders being used to draw the bush.

You can make a new .tik file for your non-moving bush too.
Tom Trude,

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