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IFL works in show/mod not in game ?

by james burch · in Torque Game Engine · 10/15/2014 (8:08 am) · 3 replies

hello Gentlemen/Ladies , me again .

TGE v1.1.2 Demo , Blender 2.49b , 0.67 exporter <-unless Ive forgotten a correct number


I found a youtube video on IFL export using blender in which the author created a simple television model and linked an IFL material to the "screen" . He then showed the result using showtool pro .

My attempt at this will play very well using the show/mod which came with 3DGPAI1 and uses the v 1.1.2 Demo .
When I place the DTS , CS , IFL , and art in a project folder , such as FPS/mod , the model only shows the first frame of the IFL .

I looked thru the resource section and the closest thing that I noticed was that perhaps it isnt supported in the version mentioned in the post (I dont know which version but probably not earlier than mine ) .
But , as it works in the show mod , it gives me the impression that it should be working in say , the game mode ? meaning , the FPS / racing mod or the emaga6 game project .
The Show/mod even uses the model found in the FPS mod while the FPS game will only show the first frame .


I tried exporting as dsq and again things were fine in show but not the game project .
I tried placing a TV.CS in the server scripts to execute the TV.cs in the items folder , thinking it would link the IFL to the the DTS , still no IFL in the game .

I didnt do anything special as far as a dsq , I simply checked the dsq in the exporter / shape /sequences

I meant to give you a break from my questions but its just strange to me . I hope you will find my pestering tolerable until I have mastered modding in v1.1.2 .

and , Thank you very much . and Have A Nice Day :) .

About the author

Bare-Bones beginner , 49 yrs old , sooo im setting my sights on becoming an accomplished hobbyist with the patient cooperatin of the kindly knowledge folks . and THANK YOU :)


#1
10/17/2014 (3:16 pm)
Hello ,
I found this at TDN / TGE Home/ Torque for Artists / Advanced Lessons .


Advanced Lesson 5 : Creating IFLs (Image File Lists)
Reader will learn how to build an "IFL" animated texture for an object.
3ds Max LightWave

At the bottom of the Light Wave tutorial is this script with the instructions to
replaced "IFL__tutorial_object" with the name I would be using
replace the filepath to the DTS
replace the sequence name from "shine" to what I had named my sequence .
most likely replace the category to something you need
place it in my control/server/...
execute this script from the server.cs
--------------------------------------------------------
// 1."IFL_Tutorial_object" = This is a mound of crystals //
//---------------------------------------------------------------------------------------//

// The Crystials Structure

datablock StaticShapeData(IFL_Tutorial_object)
{
// The category variable determines where the item
// shows up in the mission editor's creator tree.

category = "Misc";
shapeFile = "~/data/shapes/Crystals/IFL_Tutorial_object.dts"; //Location of the .DTS
};

function IFL_Tutorial_object::onAdd(%this,%obj)
{
%obj.playThread(0, "shine"); // The animation to play
}

function StaticShapeData::create(%block)
{

%obj = new StaticShape()
{
dataBlock = %block;
};
return(%obj);
}
-----------------------------------------------------------------
The object then appeared in the shapes , instead of static shapes , from the Editor / creator .

I was using the static shape and the IFL wasnt running .

The part about it working in Show Tool . idk :)

Thank You Very Much .
#2
10/23/2014 (6:25 am)
You have to check if your engine actually supports IFL.
At some point it was removed from T3D for optimization purposes, due to
increased texture bindings. I don't know about TGE.
#3
10/23/2014 (8:18 am)
ThankYou , Mr. Mandzhukov .
The IFL is working very nicely , now , in my v1.1.2 Demo .
I "think" I needed that script above . When I took the script out , the model wasnt created as a 'shape' and again all I had was the static shape which would not play the IFL , in my case . I'm left wondering will the IFL actually work as a static shape but I dont know how to make it . If I remember correctly , in the video mentioned in the topic , the author said that TGE will display the IFL on a static shape . I could have misunderstood or missed something there .
There are resources back to 2000ish where I think they were beginning to implement the IFL support but, I think , by v1.1.2 it had been completed .
Ive noticed some posts where guys were wanting the IFL support for T3d and were working on ways to acquire it . I dont know if they realized it or migrated to T3d without SUPER COOL IFL . I feel for them and hope that they are managing with this new tech .

Now , Im struggling with the strangenesses associated with the additive materials and such but , my little T.V. is so COOL! . +fyrewyrd <author

THANKS!