IFL Animations
by Trigger · in Torque 3D Professional · 03/19/2010 (3:54 pm) · 4 replies
Hi All,
Just wondering if anyone knows how to use ILF files in Torque3D?
I have followed some of the documentation here: docs.torquepowered.com/artist/official/3D%20Studio%20Max/Materials.html#IFL But have not had much luck.
After talking with Steve he most kindly did some testing with the “Sequence Texture” in the material editor and made a short video here: www.youtube.com/watch?v=UeTQGJPF9nI And has also posted a resource here: www.torquepowered.com/community/resources/view/19503
(Thank’s Steve!!)
However, using Steves method requires you to glue together your frames, and I need, lets say as an example, 150 frames, thats going to be one HUGE image!
So, does anyone know how to setup a IFL file and get this working inside of Torque3D using 3D Studio Max?
Relatively new to the whole thing so any help would be greatly appreciated.
Thanks in advance, Leon.
Just wondering if anyone knows how to use ILF files in Torque3D?
I have followed some of the documentation here: docs.torquepowered.com/artist/official/3D%20Studio%20Max/Materials.html#IFL But have not had much luck.
After talking with Steve he most kindly did some testing with the “Sequence Texture” in the material editor and made a short video here: www.youtube.com/watch?v=UeTQGJPF9nI And has also posted a resource here: www.torquepowered.com/community/resources/view/19503
(Thank’s Steve!!)
However, using Steves method requires you to glue together your frames, and I need, lets say as an example, 150 frames, thats going to be one HUGE image!
So, does anyone know how to setup a IFL file and get this working inside of Torque3D using 3D Studio Max?
Relatively new to the whole thing so any help would be greatly appreciated.
Thanks in advance, Leon.
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#2
03/20/2010 (5:35 am)
I was just going to point you to that one. Glad it still works for T3D. (I hadn't tried it)
#3
Also about your previous thoughts of changing terrain texture colour in areas of deformation, you could also stick a decal over it (blast damage etc), of course you'd then have to do something else with that decal if you deformed the area again ... which might just start getting awkward. But anyhow, just thought of it ... first cup of tea of the day and all that ...
03/20/2010 (7:17 am)
@LeonAlso about your previous thoughts of changing terrain texture colour in areas of deformation, you could also stick a decal over it (blast damage etc), of course you'd then have to do something else with that decal if you deformed the area again ... which might just start getting awkward. But anyhow, just thought of it ... first cup of tea of the day and all that ...
#4
Well that’s true, one of the original deformers I worked with had some code in to update decals and also any other objects when they had been deformed, the thing was you had to go and make changes to all those classes.
With the code being from TGEA or whatever it was, it meant most of it was broken (main one being the decal manager code), this is something I still need to look at but yes, your right it would be cool, I just need to have a look at the best way to update them so they don’t float round on the level after further deformation, for the moment I have just disabled decals on my rocket launcher.
Anyway, I should really res my deformer post but I think I will wait and just do a blog once this video is sorted...
As for the IFL’s, the guys tutorial stuff works great, coming to do this myself (with MAX not Milkshake) and it’s not going so great, quite a lot of attempts later we are no closer... the texture keeps showing up as either image00001 or image0001_ifl and not listing the actual images like the tutorial DTS does...
Once we figure this then I will write up a tutorial, in the mean time if anyone has this working with 3DSM and would be kind enough to post an example max file that would be great...
I have made a little program that will take in a file location and generate an IFL file for you, saves writing them out manually, will post it once we got it figured...
03/20/2010 (4:08 pm)
*starts to de-rail*Well that’s true, one of the original deformers I worked with had some code in to update decals and also any other objects when they had been deformed, the thing was you had to go and make changes to all those classes.
With the code being from TGEA or whatever it was, it meant most of it was broken (main one being the decal manager code), this is something I still need to look at but yes, your right it would be cool, I just need to have a look at the best way to update them so they don’t float round on the level after further deformation, for the moment I have just disabled decals on my rocket launcher.
Anyway, I should really res my deformer post but I think I will wait and just do a blog once this video is sorted...
As for the IFL’s, the guys tutorial stuff works great, coming to do this myself (with MAX not Milkshake) and it’s not going so great, quite a lot of attempts later we are no closer... the texture keeps showing up as either image00001 or image0001_ifl and not listing the actual images like the tutorial DTS does...
Once we figure this then I will write up a tutorial, in the mean time if anyone has this working with 3DSM and would be kind enough to post an example max file that would be great...
I have made a little program that will take in a file location and generate an IFL file for you, saves writing them out manually, will post it once we got it figured...
Torque 3D Owner Trigger
VW
Works in T3D 1.1B1 so I will work from this, thanks.