Search Home Members Contacts
About Us
Products
Downloads
Community
Support
Pages: [1]
  Print  
Author Topic: Bug/Issue: Animating Textures in BSP  (Read 1127 times)
anwserman
Community Member
*
Posts: 1071


« on: December 26, 2002, 01:40:47 AM »

Hey Sylvain,

Is there anyway one can get animated textures within the BSP maps?  I have a really cool *animated* texture I need to use (its a flashing marquee from a movie theater I have to use in my game) and it plays perfectly - perhaps too good Tongue - within my texture editor, Wally.  However, when I load the map into TV the texture just sits there, plain and non-animated as can be.  I know you said a while back (like last june) that animated textures weren't supported - but I thought they'd would be right now (I'm assuming again Sad).  So, will there be animated textures within TV any time soon, or will this be worked on when everything is ported to C++, like the loading multiple WAD files? This right here, animated textures, might classify as a new 'feature' in the BSP part of TV (thus excluding it from being added into RC3), but then again its one of those things people might take for granted, such as being able to load more then one WAD file at a time.  Who knows.. I'm guessing I should make textures with the thought in mind that someday they'll be animated.  Is that what I should do?

Oh, if you do animate the textures, what FPS would you have them at?  I know Half-Life has them at 10FPS so that'd be somewhat of a given if you want compatibility with those textures.  You're call, though!  I'm just *ahem* commenting!  Heh heh Cheesy
Logged

Temp sig, this is a temp sig.
Smiley
SylvainTV
Administrator
Community Member
*****
Posts: 4479


WWW
« Reply #1 on: December 26, 2002, 07:00:31 AM »

Well the only way to have animated texture right now, is to use a shader script.. I think that animated textures work fine with Q3 map though.
For BSP MAP, I think you should really get the coordinate of the wall you want to put the texture, and then, use a Mesh.AddWall for this.
And cycle between the textures with Wall.SetTexture or use a shader script as shown with the Shader example (flame).

Hmm multi wad loading will be supported when I will add the bsp class to the c++ stuff yes. along with other things concerning entities etc...
Logged

Regards

Sylvain Dupont
TrueVision3D Developer
sylvain@truevision3d.com

TV3D IRC at http://chat.truevision3d.com or on server irc.truevision3d.com #Truevision3D. Come talk with us !
anwserman
Community Member
*
Posts: 1071


« Reply #2 on: December 26, 2002, 10:51:54 AM »

Thanks sylvain Smiley
Logged

Temp sig, this is a temp sig.
Smiley
Pages: [1]
  Print  
 
Jump to:  

Powered by SMF 1.1.3 | SMF © 2006-2007, Simple Machines LLC
Seo4Smf v0.2 © Webmaster's Talks