IFL Materials
by James Laker (BurNinG) · in Torque Game Engine Advanced · 04/22/2008 (2:49 am) · 7 replies
I'm having some troubles with IFL materials. I'm using the Milkshape Exporter Plus and hav the following questions:
1) Do I still have to use the Enable IFL feature in the exporter?
2) The documents says that the MapTo should point to the IFL file. Would that also be the textureobject name? Or is this where the Exporter comes in?
I'm confused as I couldnt get the example included in the Milkshape Exporter Plus working.
Please help
EDIT: Here's the example packed up
1) Do I still have to use the Enable IFL feature in the exporter?
2) The documents says that the MapTo should point to the IFL file. Would that also be the textureobject name? Or is this where the Exporter comes in?
I'm confused as I couldnt get the example included in the Milkshape Exporter Plus working.
Please help
EDIT: Here's the example packed up
#2
And should there be any changes or things I should be looking at in the Materials.cs file?
04/22/2008 (7:30 am)
So what should the IFL be called? ifltex01.ifl (as with the example above)?And should there be any changes or things I should be looking at in the Materials.cs file?
#3
What the rule for that would be, I don't know. I used "trial and error" to figure it out.
04/23/2008 (4:01 pm)
I have 2 ifls running in the little demo I'm working on. one of them, I didn't make a material.cs and it works fine, but the other one, I added each individule image in the material.cs. What the rule for that would be, I don't know. I used "trial and error" to figure it out.
#4
05/07/2008 (5:45 am)
So it should work without a material file... I still didn't manage to get it working. Can you please send me an working example? I just wanna see if it's me that screwed up something in the engine... or me being a dumba55
#5
Your IFL Text page should be named ifltex01.ifl (the text page lists all your images in the order you want them displayed, as well as the number of frames to play each image.)
One note that I found... If you set the number of frames to play to something other than 1, you need to multiply the number of images with that number.
Lets say you have 10 images, and you want each image to play for 5 frames each. You would set the number of frames in the dts_plus exporter to 50. 1 for each frame that will be played.
Hope this helps a little more. Just a few things I missed before.
05/08/2008 (3:44 pm)
Quote:So what should the IFL be called? ifltex01.iflI missed this. Your image should be renamed ifltex01_ifl.jpg/png/etc...
Your IFL Text page should be named ifltex01.ifl (the text page lists all your images in the order you want them displayed, as well as the number of frames to play each image.)
One note that I found... If you set the number of frames to play to something other than 1, you need to multiply the number of images with that number.
Lets say you have 10 images, and you want each image to play for 5 frames each. You would set the number of frames in the dts_plus exporter to 50. 1 for each frame that will be played.
Hope this helps a little more. Just a few things I missed before.
#6
I'm busy porting to TGEA 1.7.0. So hopefully I can track down what I screwed up.
Thanx for all your help
05/09/2008 (12:21 am)
Yeah well, I tried everything - I'm sure I broke something somewhere. Your help here just confirms everything in the docs.I'm busy porting to TGEA 1.7.0. So hopefully I can track down what I screwed up.
Thanx for all your help
#7
Glad I could help.
05/09/2008 (6:58 am)
It's easy to break it. I spent ages doing things over and over until I could forcefeed it to work.Glad I could help.
Torque Owner Mike Rowley
Mike Rowley
Make a copy of ifltex01.jpg and rename it ifltex01_ifl.jpg
In Milkshape, in the material tab, You are going to point your base texture ( ifltex01) to your new ifl jpg like this: <--Image No need to rename your texture.
Exporting takes some getting used too, and a bit of trial and error to get the frame rate where You want it.
Export as dts_plus, then under "sequences" Click the "add" button (circled here)
Make sure you set it up the way I have it here, (for the example, name the ifl what you want) and it should export and work.
And yes, you still have to export it as an ifl. It's not that difficult once you figure out the stuff that isn't in the tutorial, and it does get fun playing with the frame rates.