Nsfun animated textures
Parasite
Join Date: 2002-04-13 Member: 431Members
<div class="IPBDescription">A little test for meh!</div>these were a little experiment for me to cheat HL for my map. wich is now dead and gone <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> but Id still like to see the effect used in NS the actual wad is 1.42 MB (256x256) or 375K for low res(128x128) and a 360K zip with a low res wad and a little map to show it in action.
If anyone thinks these would be useful lemme know <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
If anyone thinks these would be useful lemme know <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Comments
-Jacius
I'm not sure if I'd use these animations, since I can fake both with a func_rotating with the right values. Though the fan shadow itself looks really nice (aside from the skipping).
On the other hand, it looks like you have a lot of frames there, and that's a lightmap for each frame (I think) and also it means lots of texture usage...
If the map could spare the resources, it'd be a great thing to add in.
You could make a func_rotating shadow (Black colour, texture rendermode) to do the same. To make it look a bit more like a shadow, you could have two func_rotatings, one slightly offset, so that the edges fade a bit.
Personally I'd go for a func_rotating, since it's easier for me to control. I can turn it on and off, set an exact speed, make it larger or smaller, etc.
But regardless you did a good job on that animation, I'm sure there's some mappers out there that'd use it.