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DarkBASIC Professional Discussion / Animated Texture with Alpha Channel

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Bulleyes
23
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 11th Apr 2003 23:18
I understand that the only way to place animated texture on a model in DBpro is using an AVI file. As far as I know, AVI file does not contain any alpha information.

How do I create animated texture with alpha channel?

Thanks!
Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
IanM
Retired Moderator
23
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Joined: 11th Sep 2002
Location: In my moon base
Posted: 11th Apr 2003 23:56
... the only way to place an *automatic* animated texture ...

Why not switch between the difference frames of animation yourself? Just load your animated images (with alpha) into a set of sequential images and change the one you use on your object every frame or two.
Bulleyes
23
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 12th Apr 2003 06:47
Hmmm... that's the only way I can think of.

Can I put all the animated frames in a single image file, like how animated sprite works. I don't think so, eh? I guess I have save my animation into a series of image files, i.e. text001.tga, text002.tga, ... Hmm... looks quite messy to me.

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
indi
23
Years of Service
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 12th Apr 2003 19:38
u can use the scroll object texture at a certain speed and it will a ppear to animate a strip of images if u get it just right as an alternative solution in some cases.

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