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animation
Posted: Tue Sep 04, 2007 2:20 pm
by PKM
does this script for animation look at all wrong to you ?...
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
}
}
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 .
Posted: Tue Sep 04, 2007 5:03 pm
by tltrude
Try this:
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
}
}
The animMap line has to be one line with no breaks. Is there a decimal point missing from the timing number ".09"?
Posted: Tue Sep 04, 2007 6:43 pm
by PKM
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
default
Posted: Wed Sep 05, 2007 3:09 am
by tltrude
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
Posted: Wed Sep 05, 2007 10:37 am
by PKM
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.
tga
Posted: Wed Sep 05, 2007 12:18 pm
by tltrude
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.
Posted: Wed Sep 05, 2007 3:34 pm
by PKM
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 .
Posted: Wed Sep 05, 2007 10:19 pm
by PKM
tl, must have been one of the extra mods i had . took them out, rebuilt everything and boom...

good
Posted: Thu Sep 06, 2007 5:25 am
by tltrude
Glad you fixed it, cool effect!