Nsfun animated textures

ParasiteParasite 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-->

Comments

  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • JaciusJacius Join Date: 2002-01-25 Member: 43Members
    Wow, the shadows look awesome... I dont need them, but I'll just sit here and stare in awe!

    -Jacius
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    The shadows don't look synchronized with the fan, if that's what they're supposed to be. The fan shadow seems to skip a bit, as if it's missing a frame.

    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).
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    ya that jerk isnt so bad in game. they are timed to each other but scince the gifs load 1 at a time they are offset in the forums. the jerk isnt a missing frame though. I think maybe the rotation center sorta strays down and right through the frames and then pops back into place at the loop. O well I gave up on my stupid map anyway. Just out of curiousity, would this save time or rescourses over a rotating brush?
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    It depends, really. It looks a hell of a lot nicer than a rotating brush could (Unless a reverse of the additive render mode could be constructed, so that white areas disappear and black areas stay solid.)

    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.
  • HicksHicks Join Date: 2002-04-11 Member: 418Members
    Looks like it would be a win some lose some situation. Using a rotating brush would lower performance but the gif would eat up your 4mb texture limit. Looks great though! How many frames in a cycle does that fan have? All I am doing is working on textures since Hammer is being evil...
  • ShadowFangShadowFang Join Date: 2002-05-01 Member: 565Members
    I'm sorry, did someone say evil <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    8 frames for both cycles
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    You only need one lightmap per face, regardless of whether the texture animates or not (It just uses the same lightmap for all the animation frames).

    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.
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