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3 Dimensional Chat / Animated UV's

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Zubby1970
AGK Backer
18
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Joined: 22nd May 2008
Playing: AGK Studio Always
Posted: 23rd Oct 2010 22:00
im trying to make an explotion effect for dbpro,

so for test puposes i made a plane with a texture on it, ive then animated the texture UV coords so each image is appearing very quickly on the one face of the plane, when i export this from 3dmax to x format using panda xporter only the first frame will show although all of the animation plays in 3dsmax, so am i going the wrong way about this or is it that you just cant animate a texture using UV coords when its exported to direct x.?

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CoffeeGrunt
18
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Joined: 5th Oct 2007
Location: England
Posted: 23rd Oct 2010 22:26
I don't think so, I've never seen this effect in FPSC, DBP or anything really.

Zubby1970
AGK Backer
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Joined: 22nd May 2008
Playing: AGK Studio Always
Posted: 23rd Oct 2010 22:38
you can do it yourself through db pro but im trying to avoid codeing the effect rather trying to do the effects within the modelling

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CoffeeGrunt
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Joined: 5th Oct 2007
Location: England
Posted: 24th Oct 2010 00:01
I think you may have to code it yourself to get DBP to use it, like setting up an skeletal animation in a model I guess...

Without the programming to run it, it'll never be used.

Kira Vakaan
17
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Joined: 1st Dec 2008
Location: MI, United States
Posted: 25th Oct 2010 01:26
Quote: "or is it that you just cant animate a texture using UV coords when its exported to direct x.?"


Correct.

PrimalBeans
15
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Joined: 14th Oct 2010
Location: The sewer.... hunting alligatiors.
Posted: 26th Oct 2010 01:21
Im not 100 percent sure what your trying to create effect wise, but on thing i do is i create a models of the basic pieces that i need to create some effects, and then create alpha maps for them. This is kind of an old school type method for doing this but it is still used and with the right kind of touch can still look really good...(That may not be a really good explanation i know... its kind of hard to just tell you.)The best way to for you to understand is to look specifically at an example.

http://www.youtube.com/watch?feature=player_profilepage&v=Vx_XFE0JGMg

the other alternative is to create a textured particle (alpha/transperant image instaces) and use some physics math to "throw them" during an explosion.

this would probably be the best way to accomplish what you want quality wise anyway.

Age of Reliks WIP...
Neodelito
20
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Joined: 29th Jul 2005
Location:
Posted: 27th Oct 2010 07:18
mmm-.. you can use same code of a simply animated sprite in 3d models...
º- make a power of 2 animates texture for your model, and scroll them in your loop
1/x,1/y
x and y =numbers of steps in your texture..



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