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FPSC Classic Models and Media / Question about animated texture

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McCrazy
18
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Joined: 7th Jun 2008
Location: Germany
Posted: 7th May 2010 22:42
Hey!

I'm planning to make a screen with a projector for my game where the player can see a short video. So it's like bond1's cinema, but just smaller.

Now here are my questions:
1. How can I decide the position where the video will be on the model?
2. How can I increase the number of pictures and what's the maximum?

I can't answer these 2 questions myself... So I hope you can help me. In the attachement is a picture of the screen.

General Jackson
User Banned
Posted: 7th May 2010 22:49
I'm afraid I dont know, but its good to see you around again

D0MINIK
17
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Joined: 18th Mar 2009
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Posted: 7th May 2010 23:18 Edited at: 7th May 2010 23:19
I believe the latest version of Horror Mod had a function that allowed videos being displayed on entities. But I don't know if it truly works. Although I'm using Horror Mod for Xarelok, the latest version does not work on my comp, so cannot test that script for you

With standard FPSC, that's not possible as far as I know, FPSC allows only one texture and one alt textures (see sci-fi switches).

Fenix Mod had Horror Mod integrated partly, but I can't tell whether the video function is in it or not. Maybe ask in the official thread


EDIT: Btw, Horror Mod is also no longer available.

bond1
20
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Joined: 27th Oct 2005
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Posted: 8th May 2010 02:41 Edited at: 8th May 2010 02:41
You can do this with a few of the shaders from the metro theater model pack. It can do scrolling animations (like the movie theater screen) or sprite-like animation.

You just set the UV coordinates on the model where you want the animation to appear, and the shaders take care of the animation, which can be any number of frames you want within reason. You can even make the video appear to be self illuminated, which is very cool in a dark room.

If you have the metro theater pack, I can help you set this up.

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"bond1 - You see this name, you think dirty."
PW Productions
17
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 8th May 2010 06:47
Bond1, if you could make a tutorial on how to put custom 'animations' on entities with that shader, you'd take FPSC to yet another level. We'd start to see lots of TVs...

bond1
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Posted: 8th May 2010 07:52 Edited at: 8th May 2010 07:53
Quote: "Bond1, if you could make a tutorial on how to put custom 'animations' on entities with that shader, you'd take FPSC to yet another level. We'd start to see lots of TVs.."


No problemo. Will do that next week and even release a freebie TV all set up and ready to use as a template.

I will also release a new free scifi segment with NORMAL MAPPING SHADER for free as well. I had originally planned to release it with a new model pack. But people have been waiting a long time for a segment normal mapping shader, so I'll just release it for free. I'll save more esoteric shaders (like parallax normal mapping) for a future model pack instead.

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"bond1 - You see this name, you think dirty."
Kravenwolf
17
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 8th May 2010 08:40 Edited at: 8th May 2010 08:43
Quote: "If you have the metro theater pack, I can help you set this up."


I'd love to see an in-depth tutorial that covers all of the shaders from the Metro Theatre Pack. I don't like the thought of having to pester you with emails every time another shader issue occurs. I've figured out how to apply a few basic shaders from the pack; but all of the other various .fx extensions for both static and dynamic objects and segments get a bit confusing for me because I'm not that familiar with the shader system. It'd be nice to know what they all do, and how they're all different from each other. For example;

herospec_illumtime.fx
herospec_ill.fx
herospec_atlasillumination.fx
illumination_ill.fx

I've still haven't figured out how to apply the same flickering light effect to my own light fixtures. Does there need to be a specific shader map to make a specific part of the texture flicker? Or is the flickering a scrolling animation like the movie screen?



Sorry for the essay questions. I'm very much looking forward to the new normal map shader (have been for awhile) Is this the same one you were showing off in your other thread? The one that still retains lightmapping data? Will there also be one to work on static entities?

Kravenwolf

bond1
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Posted: 8th May 2010 08:55 Edited at: 8th May 2010 09:09
I understand where you're coming from Kravenwolf. I've been a bit disappointed that I haven't seen any users exploiting the Metro Theater effects on custom models other than the segment shaders.

I forget that I spent the better part of a year teaching myself HLSL, it was hard for me since I didn't have any programming experience. It's second nature for me now, but I forget how daunting it was in the beginning, to the point where I almost gave up many times. I realise now that they will need more explaining if users want to make the most of them.

I'll start with the animated texture shader, then explain the segment normal mapping shader that I promised to release. I'll try and make an effort to explain each one in time - probably through a Youtube video series. Including how to make the most of the textures too.

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"bond1 - You see this name, you think dirty."
McCrazy
18
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Joined: 7th Jun 2008
Location: Germany
Posted: 8th May 2010 09:44
Quote: "I'll start with the animated texture shader, then explain the segment normal mapping shader that I promised to release. I'll try and make an effort to explain each one in time - probably through a Youtube video series. Including how to make the most of the textures too."


This sounds great! I'm looking forward to hear from you.

Thanks!

The Zoq2
16
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 8th May 2010 11:04
Isn't decals just plane models that rotate towards the player with a moving texture on, so if you remove the rotate towards player in the script it will work??

Srry about my english im from sweeden
Kravenwolf
17
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 8th May 2010 11:20
Quote: "I'll try and make an effort to explain each one in time - probably through a Youtube video series. Including how to make the most of the textures too."


Sounds great. I already have a WIP BETA finished that I've been dying to share since last month, but I'm waiting until I can throw all the right shaders onto everything to make it look more appealing.

Kravenwolf

SekoIdiootti
17
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Joined: 14th Mar 2009
Location: Finland
Posted: 8th May 2010 22:05
Quote: "No problemo. Will do that next week and even release a freebie TV all set up and ready to use as a template."


OOOOOOH I can't wait!!!
Bond, after you do that, I'll love you even more than I already do! (don't be afraid, I don't mean loving in a sexual way, )

SOLO DESIGN
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Joined: 30th Jul 2008
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Posted: 13th May 2010 18:53
Yes...yes.....and double yes!!! this would be very handy as well as the normal mapping technique for segments!!

Go Bond1.......Go!!!!
bond1
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Posted: 14th May 2010 05:06
I'll be putting up the youtube tutorial tomorrow morning for the animated texture shader. Fully Dark Shader editable, along with a couple free models and textures ready to use as well.

You won't want to miss it, it is a VERY cool shader capable of all kinds of uses!

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"bond1 - You see this name, you think dirty."
Mr Game
17
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Joined: 11th Feb 2009
Location: Under Your Skin
Posted: 14th May 2010 09:18
Great Bond1.
Can U tell us what will be next from U and when?

1. Melee weapon pack with new shaders
2. Sci-fi (like Quake) or other character pack
3. New environment pack like Metro (Asylum, Subway or something else)
4. Speeking characters

Best
Mr Game

Insomnia is coming...
bond1
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Posted: 14th May 2010 23:46
Animated texture shader tutorial, with free shader and models, is available here: http://forum.thegamecreators.com/?m=forum_view&t=170127&b=24

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"bond1 - You see this name, you think dirty."

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