Animated material
Pipi
Join Date: 2009-12-09 Member: 69550Members
<div class="IPBDescription">question to UWE</div>I'd like to know how does the engine support animated maps. I tried making a material with a flash_emissive map without succes, is it only workable for a prop?
Also, I've asked before but again, will there be support for flash_bump maps and flash_specular maps?
Thanks
Also, I've asked before but again, will there be support for flash_bump maps and flash_specular maps?
Thanks
Comments
How would bump mapping a flash video be useful?
Engine feature request... Grey area in my opinion.
How would bump mapping a flash video be useful?<!--QuoteEnd--></div><!--QuoteEEnd-->
I assume he's working on the idea that the flash textures will be affected by lighting, rather than just being computer interfaces.
Like you could put a flash decal on the wall and it could animate, but it would look like chipped paint or something.
I can't really see why you'd want it but I assume that's the intent. You don't really need flash to do that though, source does animated bumpmaps for its water textures, you only need flash for interactivity or complex/multi-layered animation, basically anything you would use flash for on a webpage as opposed to just using javascript or an animated gif.
It's kind of a given that you'll have animated textures because it's very hard to do good particle effects without them, and it's required for water of any sort, it's also useful for props because you can put a bit of animation on things like computer screens without going into flash.
<!--quoteo(post=1768119:date=Apr 21 2010, 11:49 AM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Apr 21 2010, 11:49 AM) <a href="index.php?act=findpost&pid=1768119"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->UW, please, for the sake of all that's holy, have a shader system.<!--QuoteEnd--></div><!--QuoteEEnd-->
It'd be rather hard not to unless you're using the original starfox engine or something, anything over and above simple flat colour with no lighting involves a shader system.
Yeah, I was kind of wondering what the hell he is talking about. They must be some amazing programmers to pull of this kind of lighting without shaders.
In the sense of implementing it as the engine's feature, with proper accessibility of all functions from within it, like they do with the game's code. They already have it to extent where you can manually define maps for each material file, but no calls for motion, translation, scaling, so on.
Thought that would be obvious, guess not...
Thought that would be obvious, guess not...<!--QuoteEnd--></div><!--QuoteEEnd-->
You can do that witth any game that lets you make your own textures.
Yeah, that's kinda the point.
The question is, will this system allow for just defining source files, or will we be able to assign motion, fading and so on to it as well. The way developers went for flash for one thing they knew needed complex motion makes me doubt that...