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So how can i make animated textures in a model?
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I guess you could put a slime texture on one face of a cylindrical bsp brush. Hehe. It does automatically animate the slime. Sadly (though unsurprisingly), even if you make a separate slime brush inside a hollowed out cylinder with the top removed, the slime would still be solid (I tried).
EDIT: I set the exploding box solid type to SOLID_BSP in misc.qc. Now the cylinder brush acts like a brush object, and I can get inside the slime brush, but I can't seem to swim in the slime.
By the way, I tested a random .mdl mesh that I had lying around, one that happened to have four skins. I copied all the skins to one "skingroup", saved it, replaced maps\b_explob.bsp, and loaded up e3m1 in darkplaces, proquake 4.93, fitzquake mark V final, and qrack. The only one that didn't really animate the skingroup properly was Qrack (an April 2014 beta version, I think?). It would just flash one of the other skins on, then back to default. Otherwise, they all cycled the skingroup skins automatically.
But when I edited the "duration of skins for skingroup" in QME 3.1 Preview 2, that only worked in Darkplaces. The other engines (even the original GLQuake) cycled the skins at the default, quick speed (0.1 seconds per skin?).
One more note: I read somewhere (here) that when you go past four skins in a skingroup, it tends to not work well (the engine only takes four). So that's something to watch out for. If not for this quirk, I would think you could just repeat each skin (copy-paste) a certain number of times to slow down the animation to the desired speed.Last edited by gulliver-trans; 04-29-2014, 06:52 PM.
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