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Thread: yes another question

  1. #1
    Yayz for cookies! paintballakid5's Avatar
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    yes another question

    Hey i'm asking another question for Gordigo because he isn't that good at translating to english... i'm kinda confused about what he's asking so heres what he typed:

    "can you ask in modacity in how to make shaders with an animated plane?"

    he said theyre for the animated plane on the plasma pistol and the splaser.

    thanks.
    Last edited by paintballakid5; April 16th, 2008 at 08:08 PM.
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  2. #2
    chilango Con's Avatar
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    Re: yes another question

    isn't this something you can just learn by looking at pre-existing shaders?
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  3. #3
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    Re: yes another question

    Hmm... I suppose looking at the shader tag would help, look for animation files and learn off those. One possibility is this:

    The plasma pistol might have two textures, the rainbow base texture, and a black and white animated GIF file, that serves as a sliding mask over the PNG base...

    Then the GIF's frame # attribute might be linked to the temperature sig or charge sig of the pistol to achieve that real time update....

    Just a guess, hope that brainstorm helped.
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  4. #4
    Yayz for cookies! paintballakid5's Avatar
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    Re: yes another question

    i guess so... but i'm not the one doing it.. it's gordigo.... so i'm not sure why hes not posting....
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  5. #5
    Video Editor Gamerkd16's Avatar
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    Re: yes another question

    How do you know what he is saying? Do you speak his language? Or are you just using a translator. And it your using a translator, there really is not a difference between him posting on here and you posting.
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  6. #6
    CH3MT Anims, HUD Designer gordigo's Avatar
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    Re: yes another question

    ok i will post, the question is how to make shaders with an animated plane?, and what shaders have an animated plane?
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  7. #7
    Senior Member Sel's Avatar
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    Re: yes another question

    Are you asking about an animated shader like a display, or a plane that animates?
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  8. #8
    CH3MT Anims, HUD Designer gordigo's Avatar
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    Re: yes another question

    i am asking about a plane that animates
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  9. #9

    Re: yes another question

    I remembering seeing something about this back in gearbox. I think scorpwanna or something like that did a tutorial on animated textures using a plane. I don't know if it is the same for weapons, but I will search for the thread.

    Edit: Found it.
    Original thread
    Link to tutorial

    Contents or the .rar:
    Tutorial itself w/o images
    Animated Textures for Halo CE

    Tutorial by Scorpwanna

    Things you will need:

    * Halo Custom Edition
    * Halo Editing Kit
    * A 3d editing program
    * Imaging Program
    * A model for the animated texture

    The following example will be for creating a 4 image Animated Texture. Brief information about Animated Textures in Halo CE. Animated Textures are created as a type of slide show image that just moves from one side to the other using step counts. Think of the clouds sliding across the sky in a map, but in steps.

    Step 1: Preparing The Model
    (Note: Just for this tutorial I'm using a plane mesh, it doesn't have to be a plane. An animated texture can be applyed to any face on a model.

    * Create a plane (flat) mesh in a 3d editing program. Give it one of the material textures you'll be using for the animation (just to get the size right). Name the material/texture "myanitex". Apply the material to the plane. Create a frame mesh and export the model as myanitex.JMS in: "Halo Custom Edition\data\animatedtextures\models". Tool it later.

    Step 2: Setting Up The Image

    * Start off by determining how many images will be in the animation. I gave this one 4 separate images at 32x32 pixels.

    Each image is a pixel power of 2: 32,64,128,256 etc... In the Imaging Program create a power of 2 image palette, height 32 width 128 (32 times 4 images).

    Take the first 32x32 texture in the sequence and place it as the first texture in the row you will be creating.

    Take the second and place it after the first, continue until all 4 are back to back from each other.

    Save this as a myanitex.tif file in your Halo CE Data folder wherever you will remember it. Some place like "Halo CE\data\animatedtextures\bitmaps" Run tool to convert the .tif into a .bitmap: tool bitmaps animatedtextures\bitmaps If successful proceed to Step 3.

    Step 3: Creating The Shader

    * Open Guerilla and make a new .shader_transparent_chicaco. I've read that .shader_model works too but I have yet to get one working.
    o Scroll down to chicago shader in the flags section check "two-sided". Set "framebuffer blend function" to alpha-multiply add. (I set this because it makes the texture solid.)
    o Scroll down to MAPS and set map u-scale to 0.25 (1/4th the width size of the 32x128 image. This tells Halo where each new texture is in the image sequence. Any image you make, be sure that you divide the width by the size of each frame added to the image sequence. If this image had 8 separate images, each frame was 32x32 and the image pixel ratio was 32x256 the number would be 0.125, 1/8th the width.)
    Set map v-scale to 1.
    o Scroll down to 2D Texture animation.
    Set:
    u-animation source: A out
    u-animation period: 1 seconds
    u-animation scale: 1 repeats
    v-animation period: 1 seconds
    v-animation scale: 1 repeats
    rotation-animationperiod: 1 seconds
    rotation-animation scale: 360 degrees

    Save this in animatedtextures\shaders as myanitex.shader_transparent_chicago

    Step 4: Exporting the Model & Creating The Tag

    * Run tool to create the gbxmodel: tool model animatedtextures
    * In Guerilla create a new .scenery tag.
    Set:
    bounding radius: 1 world units
    model: animatedtextures\myanitex.gbxmodel
    * Scroll down to FUNCTIONS and add an "A out"
    Set:
    period: 5 seconds
    function: slide
    step count: 5

    Step Count is very important for an Animated Texture. My understanding is this actually jumps the animation sequence in steps to each new image location instead of continuously scrolling. It uses the map u-scale and map v-scale shader information. So in the 32x128 (4 textures), the 0.25 is 1 of those steps. The reason it's set at 5 (for this 4 image sequence) is if the image was infinite (starting over and over) 1-4 is the image with the 5th step meaning it starts over again.

    Save this in animatedtextures as myanitex.scenery.

    Misc. Information
    The period seconds under FUNCTIONS can be set at any number you want depending on how fast you want it to animate. The numbers I use in this tutorial are just an average I started using for my animated textures and can be adjusted to your needs. After tooling the model I did rename it from animatedtextures.gbxmodel to myanitex.gbxmodel.

    and samplefiles.
    Last edited by OmegaDragon; April 25th, 2008 at 12:28 AM.
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  10. #10
    Video Editor Gamerkd16's Avatar
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    Re: yes another question

    Last edited by Gamerkd16; April 25th, 2008 at 12:31 AM.
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