Animating Models?
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Phantomwarrior
- Corporal
- Posts: 27
- Joined: Fri Jan 20, 2006 1:42 am
- Location: Bakersfield, California
Animating Models?
Some of the animated .tik models that are used from the 2D model window seem to self animate when used on the compiled map and others don?t. The entities window shows that the models are (testanim idle). I don?t know why some animate, like fire, and others don?t, like drip. Can somebody tell me what?s up with that and guide me to reference material that can enlighten me as to the proper use of these animated .tik models.
Phantomwarrior
It is because of the animation of the model and how they are written in the tik
the drip only works when you use the start animaiton by either by script like this useing it's targetname
$mydrip anim start
or in mohradiant you can use the key anim and value start on the drip that compiles it into the bsp . It can still be stopped even if it is in the bsp by calling the idle animation . fire has only one animation and that animation is a looping animation
well not exactly a looping animation most of the fires animation is done with a animated shader or several shaders that show tga files one after the other.
Code: Select all
animations
{
idle dummy3.skc
start dummy3.skc
{
server
{
last commanddelay 1 anim idle
}
client
{
// first bit of lingering smoke
enter originspawn
(
model textures/drip.spr
count 1
life 2.5
scale 0.15
randvel 0 0 range -200 -225
dietouch
bouncefactor 0
alpha 1
color 0.7 0.7 0.7
offsetalongaxis crandom 4 crandom 4 crandom 4
physicsrate every
collision
)
}
}
}
/*QUAKED fx_drip_water (0.0 0.5 0.5) (-8 -8 -8) (8 8 8)
*/$mydrip anim start
or in mohradiant you can use the key anim and value start on the drip that compiles it into the bsp . It can still be stopped even if it is in the bsp by calling the idle animation . fire has only one animation and that animation is a looping animation
Code: Select all
animations
{
idle fire.skc
}
/*QUAKED fx_fire (0.0 0.5 0.5) (-8 -8 -8) (8 8 8)
standard
*/Code: Select all
//_____________________________________________________Flame_________________________________________________//
fire_front
{
qer_editorimage textures/effects/flamer_01.tga
nopicmip
nomipmaps
deformVertexes autosprite
cull none
{
animMapPhase 15 0 textures/effects/flamer_01.tga textures/effects/flamer_02.tga textures/effects/flamer_03.tga textures/effects/flamer_04.tga textures/effects/flamer_05.tga textures/effects/flamer_06.tga textures/effects/flamer_07.tga textures/effects/flamer_08.tga textures/effects/flamer_09.tga textures/effects/flamer_10.tga textures/effects/flamer_11.tga textures/effects/flamer_12.tga textures/effects/flamer_13.tga textures/effects/flamer_14.tga textures/effects/flamer_15.tga textures/effects/flamer_16.tga textures/effects/flamer_17.tga textures/effects/flamer_18.tga textures/effects/flamer_19.tga textures/effects/flamer_20.tga textures/effects/flamer_21.tga textures/effects/flamer_22.tga textures/effects/flamer_23.tga textures/effects/flamer_24.tga textures/effects/flamer_25.tga
blendfunc add
}
}
fire_middle
{
qer_editorimage textures/effects/flamer_01.tga
nopicmip
nomipmaps
deformVertexes autosprite
cull none
{
animMapPhase 15 .2222222 textures/effects/flamer_01.tga textures/effects/flamer_02.tga textures/effects/flamer_03.tga textures/effects/flamer_04.tga textures/effects/flamer_05.tga textures/effects/flamer_06.tga textures/effects/flamer_07.tga textures/effects/flamer_08.tga textures/effects/flamer_09.tga textures/effects/flamer_10.tga textures/effects/flamer_11.tga textures/effects/flamer_12.tga textures/effects/flamer_13.tga textures/effects/flamer_14.tga textures/effects/flamer_15.tga textures/effects/flamer_16.tga textures/effects/flamer_17.tga textures/effects/flamer_18.tga textures/effects/flamer_19.tga textures/effects/flamer_20.tga textures/effects/flamer_21.tga textures/effects/flamer_22.tga textures/effects/flamer_23.tga textures/effects/flamer_24.tga textures/effects/flamer_25.tga
blendfunc add
tcmod scale -1 1
}
}
fire_back
{
qer_editorimage textures/effects/flamer_01.tga
nopicmip
nomipmaps
deformVertexes autosprite
cull none
{
animMapPhase 15 .5777778 textures/effects/flamer_01.tga textures/effects/flamer_02.tga textures/effects/flamer_03.tga textures/effects/flamer_04.tga textures/effects/flamer_05.tga textures/effects/flamer_06.tga textures/effects/flamer_07.tga textures/effects/flamer_08.tga textures/effects/flamer_09.tga textures/effects/flamer_10.tga textures/effects/flamer_11.tga textures/effects/flamer_12.tga textures/effects/flamer_13.tga textures/effects/flamer_14.tga textures/effects/flamer_15.tga textures/effects/flamer_16.tga textures/effects/flamer_17.tga textures/effects/flamer_18.tga textures/effects/flamer_19.tga textures/effects/flamer_20.tga textures/effects/flamer_21.tga textures/effects/flamer_22.tga textures/effects/flamer_23.tga textures/effects/flamer_24.tga textures/effects/flamer_25.tga
blendfunc add
}
}
lampflame
{
qer_editorimage textures/sprites/lamplight_1.tga
nopicmip
nomipmaps
deformVertexes autosprite
cull none
{
animMapPhase 15 0 textures/sprites/lamplight_1.tga textures/sprites/lamplight_2.tga textures/sprites/lamplight_3.tga textures/sprites/lamplight_4.tga textures/sprites/lamplight_5.tga textures/sprites/lamplight_6.tga textures/sprites/lamplight_7.tga
blendfunc add
}
}-
Phantomwarrior
- Corporal
- Posts: 27
- Joined: Fri Jan 20, 2006 1:42 am
- Location: Bakersfield, California
drip
I made a test map for dripping water and bubbles, but it is not as good as I hoped it would be. The .map file is included, so you can just copy the drip emitter entities, if you like.
Bubble_drip.zip

To be good, it would need a drip sound and a splash ring--which I never figured out. If you use it, don't forget to copy the tik files in the pk3. Normally the drip is only used by a rain brush--you can search for rain tutorials.
Bubble_drip.zip

To be good, it would need a drip sound and a splash ring--which I never figured out. If you use it, don't forget to copy the tik files in the pk3. Normally the drip is only used by a rain brush--you can search for rain tutorials.

