texture animation on models

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Terradyhne
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texture animation on models

Post by Terradyhne » Thu Jun 15, 2006 4:03 pm

can somebody tell me how to make models with some parts that have a texture animation, is it a comand node in the file before exporting or how could i make this possible ??

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Post by Achilles » Thu Jun 15, 2006 4:43 pm

in 3dmax only ;)

command node is c_anim_tex2x2_01

I think that's right, that's a generic animation for a four framed texture, check in tex_anim.spr for a complete list of options

link the mesh as a parent of that node.

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pepperman
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Post by pepperman » Thu Jun 15, 2006 7:15 pm

Someone posted a sod node cheat sheet a while back but unfortunately I can't remember who is was. Anyways, here is what was in it regarding command nodes

Command Nodes

Command nodes are special nodes the modify the export behavior of their parent mesh. They are any node whose name
begins "c_". Identifiers explain exactly what is being affected at the time of export. "tm" (Texture Material), "anim" (Texture Animation), "borg" (Replacement texture). These nodes are linked to the mesh as a child.

Examples:

"c_tm_command name"

Texture animation:
"c_anim_identifier_playback_offset_nn"

Examples:
c_tex_anim2x2
c_tex_anim4x4

The texture file will need to have multiple images for the animation similar to weapon graphics.


"c_borg_texture"
specify a borg assimilation texture for the parent node.

Specifically, the "tm" commands are:

default - seems to make things a little more black
opaque - makes something solid (sometimes)
bink - unknown
default_persp - unknown
nofilter - unknown
additive - applys a translucent type effect with additve filtering
add_nomipf - unknown
translucent - makes the parent mesh semi transparent
atmosphere - same as additive, I think
fog - additive's oppisite, has a subtractive filter
alphathreshold - tells the engine to get the texture info from the alpha threshold....
wireframe - tells the engine to display parent mesh as wireframe... usefull for making wire frames
interface - seems to work better than opaque or default for making objects solid.
font - unknown
cloaked - makes mesh look as its cloaked all the time...doesn't affect units abiilities to fire or see it though.
wormhole - this is an odd label one time it was translucent another solid ... so not sure (unknown)
alpha - tells engine to use the alpha chanell for this mesh's texture. I've seen use of this make the whole SOD go semi-transparent
alpha_nof - unknown
self_illuminating - unknown

More examples:

c_tm_translucent
c_tm_additive
c_tm_alphathreshold
c_tm_atmosphere_01
c_tm_cloaked_01
c_tm_alpha_01

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Post by Achilles » Thu Jun 15, 2006 7:55 pm

it was Jkerplay and I'm pretty sure he got the anim_tex the wrong way around ;) (see my above post) trust me we worked on a lot of stuff together.

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Post by Terradyhne » Sat Jun 17, 2006 8:47 am

thanx for your help guys, the anim works with c_anim_tex2x2

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JkerPlay
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Post by JkerPlay » Sat Jun 17, 2006 12:05 pm

SOD Node Cheat Sheet has been fixed. It can be found here:
https://www.armadafleetcommand.com/afc/m ... =5243#5243

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