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Animated textures on brushes?
Posted: Tue Mar 23, 2004 5:20 pm
by Soul Extractor
Ok I've looked around and I can't find a good tutorial for making a animated clip for a texture.
I have studied the animations on maps that have clips in them but they are too different from one another that I'm confused.
Does anyone have a link to a good tutorial or can anyone explain what makes a clip move in the game.
say I have two files named :
Movie1.jpg and Movie2.jgp
I want it to switch back and forth, what script do I use and where would I put my .jpg files?
Can they be .jpg's or should they be .tga's
(what does the number in this next line mean?)
animap .15 textures/blah/blah.jpg
Posted: Tue Mar 23, 2004 10:24 pm
by Yarik
I know one a script, but then again the script was made for wall hacks so I wont post it. (I dont use cheats, just study them).
Posted: Wed Mar 24, 2004 2:19 am
by Soul Extractor
Sorry I think you may have misunderstood my question. I dont want cheats I want to know how to make animated textures as in City Nights Final (the Matrix clip)
Posted: Wed Mar 24, 2004 4:14 am
by kai0ty
Yarik wrote:I know one a script, but then again the script was made for wall hacks so I wont post it. (I dont use cheats, just study them).
i learn so much from looking at cheats and stuff.
anywho i dont know a tut but i bet someone probably would.
Posted: Wed Mar 24, 2004 8:15 am
by wacko
here's the shader to the movie in shopp
Code: Select all
textures/movie/king01
{
qer_editorimage textures/movie/king01.tga
surfaceparm nomarks
surfaceparm wood
q3map_lightimage textures/shopp/movie/king01.tga
q3map_surfacelight 100
cull none
{
animmap 5 textures/movie/king01.tga textures/movie/king02.tga textures/movie/king03.tga textures/movie/king04.tga textures/movie/king03.tga textures/movie/king02.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
it is using 4 jpgs (yes, they are called tga in the shader, but nevertheless) and this seems to be what u need. q3map_lightimage and q3map_surfacelight are for making it shine, u probably won'T need these two lines.
u might want to read the
QuakeIII shader manualdescribing this and other topics regarding shaders.
Posted: Wed Mar 24, 2004 5:00 pm
by Soul Extractor
I have studied the Shopp .shader (wow your right I didn't notice the .tga .jpg difference in the shader and the textures...weird) I can't get mine to work right. Maybe someone could describe what should be done within the shader and within the textures by using the examples I asked for above in the first post. I will look at the Qmanual and see if I get any pointers for other things.
The shader seems so easy to follow you know but for some reason when I try to replicate the process I can't get it to work.
Please dont forget my other question (anyone) what does that number mean? or/and what is it for?
Posted: Wed Mar 24, 2004 5:39 pm
by wacko
reading the line with the number in your first post, i can see a typo animap must animmap! maybe that's why your shader doesn't work. could u post ur shader here?
the number is the number of pics shown per second: .15 therefore is 0.15 pictures/second = 6,67 seconds/picture
Posted: Wed Mar 24, 2004 7:43 pm
by Soul Extractor
Thanks Wacko will try that ...could be a typo. Only thing is I copied the shader from another working map e.i Shopp. and only made the necessary changes.
I haven't tried using .tga format so I will try that aswell instead of .jpg's
===========================================
looking at the Shopps shader why do these differ?
textures/movie/king01
{
qer_editorimage textures/
movie/king01.tga
surfaceparm nomarks
surfaceparm wood
q3map_lightimage textures/
shopp/
movie/king01.tga
q3map_surfacelight 100
cull none
{
animmap 5 textures/movie/king01.tga textures/movie/king02.tga textures/movie/king03.tga textures/movie/king04.tga textures/movie/king03.tga textures/movie/king02.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
==========================================
I guess this would be mine
Code: Select all
textures/movie/Coldbeer
{
qer_editorimage textures/movie/Coldbeer.jpg
surfaceparm nomarks
surfaceparm wood
q3map_lightimage textures/movie/Coldbeer.jpg
q3map_surfacelight 100
cull none
{
animmap 5 textures/movie/Coldbeer.jpg textures/movie/Coldbeer1.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
Posted: Wed Mar 24, 2004 8:08 pm
by wacko
Soul Extractor wrote:looking at the Shopps shader why do these differ?
because I did a typo
then: leave your coldbeer pictures jpegs! But call them coldbeer(1).tga in the shader. This way it ought to work:
Code: Select all
textures/movie/Coldbeer
{
qer_editorimage textures/movie/Coldbeer.tga
surfaceparm nomarks
surfaceparm wood
q3map_lightimage textures/movie/Coldbeer.tga
q3map_surfacelight 100
cull none
{
animmap 5 textures/movie/Coldbeer.tga textures/movie/Coldbeer1.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
they even do shine

Posted: Wed Mar 24, 2004 9:32 pm
by Soul Extractor
Wacko wrote:because I did a typo

LOL NP.
Well I guess it makes sense now that I think about the Shopp shader and the textures. Just weird that it would pick up the .jpg files with .tga in the shader as an extension. I will try that tonight and let you know if it works. thx Wacko been much help.

Posted: Fri Mar 26, 2004 2:11 am
by Soul Extractor
Thx wacko ...worked like a charm this is the shader that worked for me...
Code: Select all
textures/windows/Coldbeer
{
qer_editorimage textures/windows/Coldbeer.tga
surfaceparm nomarks
surfaceparm glass
q3map_lightimage textures/windows/Coldbeer.tga
q3map_surfacelight 100
cull none
{
animmap 1 textures/windows/Coldbeer.tga textures/windows/Coldbeer1.tga textures/windows/Coldbeer2.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
}
Notice: that the shader indicates .tga ...my pictures are actually .jpg's (dont ask ...it worked)
My files are in my pak file as follows:
Textures
>>>Windows
>>>>>Coldbeer.jgp
>>>>>Coldbeer1.jpg
>>>>>Coldbeer2.jpg
-- --------------------------------------------------------------------------
Thx again Wacko
