Animated textures

UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
Hi,

Could not find on the forum. What would be the file format for animated textures ? (GIF ?, movie file (X264 etc..).

I believe the Power node animation (energy wave) is a decal on the entire room (which boundaries are the location entity). What should we do to get the same stuff (But with our own graphics).

TIA.

Comments

  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    edited August 2014
    You have to do everything through shaders. Scrolling text and holo widgets in descent are an example. It's very easy
  • clankill3rclankill3r Join Date: 2007-09-03 Member: 62145Members, NS2 Map Tester, Reinforced - Shadow
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    @SamusDroid‌ Could you be more specific ?

    Shaders are the common on 3D rendering software, but not really on the editor.

    Or maybe you speak of a "Decal" entity that we move around using the cinematic system ?


    Documentation somewhere ?
  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    edited August 2014
    No, shaders. Take the models/decals I mentioned, open their material file, see the shader used and parameters, copy and modify.
    You can fade in and out, flicker, move textures, but you can't do anything like a gif
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    SamusDroid wrote: »
    No, shaders. Take the models/decals I mentioned, open their material file, see the shader used and parameters, copy and modify.
    You can fade in and out, flicker, move textures, but you can't do anything like a gif

    There is a "time" variable you can take advantage of when making a shader. So if your texture animation is say... 16 frames long, you could arrange them in a 4x4 grid, and have in your shader some code that modifies the texture coordinates so they only take up the .25 square units of space for the corresponding frame they should be on.
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    Well i wouldn't go so far as to call it a shader (mostly due to rendering purposes, and no 0-100% faders etc). But since the game does it's ok.

    The thing is that we have to use a specific "shader model" to get things working / the things we want. In this case a "prop" shader. Plus we have to use it the same way apparently.

    While it would have been a little simpler to only "add" specific keywords on the materials files. NormalMap, Emissive etc...

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