Game Development Community

IFL: Redux...

by Rex · in Artist Corner · 03/26/2005 (7:10 pm) · 8 replies

I am wondering if it is possible with gS and it's Dark Industries exporter to:

Have an IFL animation on a submesh, without having the IFL tracks stopping. As it is now, I have a mesh with a subMesh with an IFL material applied. This subMesh moves and scales during a certain portion of the entire shape's animation sequence, which is not intended to be cyclic. What I intended was to have the IFL continue while the translation and scale operations have ceased. Is this going to be possible?!

...or will I have to hack together something along the lines of two separate sequences[if a rigid type shape will do this-ie, have to preload both sequences inside the shape] and then 'pushing' the two threads together inside a scripting method??? or even more crudely; with perhaps two separate objects and align them via the Mission Editor, ugh. OR might this shape be better off as a skinned mesh??? As is, there are no bones...only object manipulation for animation, since gS seems to like that best, ;(.

Thanks all
Rex

...weird; within the same Source file, I've got two sequences within the shape, the IFL works on the first sequence[non-cyclic sequence], yet doesn't write the data out to the second, which would be the cyclic portion...very screwy.

I even went and exported these same sequences as DSQ's and loaded them via TSTP, same result, the second sequence, doesn't store the IFL data in the sequence...gotta love that Sequence Properties dialog...;), saw one big Yes and then a No on the other...???

About the author

Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.


#1
04/06/2005 (9:45 pm)
AH, managed to solve my subMesh IFL issue,and got the animated texture working along with some scaling, rotating, and translating tracks on the water surface, too bad I can't preview a .avi and you'd see the water moving as it fills/empties the trough, and when full, a slow, gentle slooshing of the surface from side to side, along with water shimmer...whew, that took all day, ran home during jury duty lunch hour and pounded it out...:).
pages.sbcglobal.net/rexpiscator/_uimages/watertrough8oox6oo.jpg
shape/textures courtesy of Eric 'Esop' Johnson, animation/export by Rex P.
stc_watertrough.dts with 3 separate .dsq files::empty,fill,full
2-textures; 1-256x256 main texture, 1-IFL material composed of 4 separate texture frames. Single mesh main body with subMesh single-sided plane for the watersurface. Single level of detail[I had some issues with autoDetails and the subMesh] for all.
#2
04/07/2005 (6:55 am)
Can you give a step by step on how you did this....Please.
#3
04/07/2005 (9:32 am)
Which part would you like explained? I've just gone back and redid the IFL frames to be .PNG[with Alpha channel opacity set to 70%] and rexported my DTS shape. Now, the water is a bit more realistic! No E-mapping...wonder how that would render out?:).


...having a bit of a bungle with my scripting, though. I get my 'full' animation playing with ::onAdd and it runs fine. Then my next bit of scripting was to get the water level toggling like the switch tutorial. I even have to reverse the direction of the flow, because of how I set the animation up in GameSpace[sequence runs from full to empty]. I only did one sequence figuring it could be played from either direction...it isn't working out right now. I get the 'fill'/empty playing correctly, but it never toggles back to 'full'...I'm close, I think I need a return somewhere along the line or an assignment. That's how I got the 'fill' running right after the ::onAdd calling. Oh well, it's getting there! With my ::onAdd function commented out, the toggle scripting works, but when I add the extra function in, it breaks it along the line somewhere...
#4
04/07/2005 (10:01 am)
Hey Rex, would you consider writing up a resource on this? I'm sure it would be appreciated by all.
#5
04/07/2005 (10:14 am)
Heh, heh...I've already done a player-character guide....that took about a solid week's worth of work to produce in it's current state. It's located, Here. Might be quicker/simpler[and a bit self-serving{how dare I!}, some out there produce Paks for sale], to help by answering specific Threads rather than hunker-down for another week/so? Not that I'm out to make a heap of cash, but I kinda think that guide may have prompted a license or two worth of sales for Caligari...;), narry a, "good job!" or "well done!".....from the sales department, :). The Elf VTM guide actually contains the skeletal rig I developed for the project, free. How many rigs go out for free?, ;)...I'll help all I can.

Rex
#6
04/08/2005 (9:40 pm)
Rex,

Im pretty sure that emapping works on IFL surface as long as you are close enough the to the object to be able to see it. (emap as distance drawing limits to save frame rate.)

Later,
Matt
#7
04/09/2005 (6:45 am)
Thanks, Matt, translucency works great as it is! I'll take a look at an e-map setting and do a looky-loo. It should reflect the clouds moving, no? Might look good enough to skip the ifl, intoto...but this looks quite good as running water, right now :).

...anyone need help with getting a waterfall, etal going...the moving textures look neato. I can try setting the shape up and see what pops out of the vat...I can now have some fake, volumetric water areas, ;).
#8
04/09/2005 (9:14 am)
Rex, with emaps you'll get the enviro texture from from the skybox mapped but not any moving clouds layers, etc. What I've tried before was to use a translucent texture/skin with enviro mapping but, no luck, seems only one effect shows because of the the way the two effects use the alpha channel...
Good job on the water trough IFL's and if you want to make a video of that in action, you can always get Fraps.