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tank pack ported to beta3, dealing with track anims? no IFLs anymore

by deepscratch · in Torque 3D Professional · 02/09/2011 (12:13 am) · 6 replies

hi all, anyone else ported the tankpack up to 1.1beta3?

I am using a scroll anim on the first texture, because there is no IFL support anymore.

how are you dealing with track animations?
how to stop/start the anim?
like not animating when stationary, and speeding up with acceleration?

thanks


#1
02/09/2011 (7:39 am)
Hey deepscratch, can't help you unfortunately but I know you are doing a lot with PhysX right now. Couldn't the track be something like a chain? I know it would probably be a real pain to set up but then it should realistically hang on the suspension and you might actually be able to use the vehicle suspension system to have the road wheels conform to terrain. Was never very fond of the IFL animation for the tracks before as it really didn't look realistic. I use to command a section of 4 AAV's in my younger days so I am very familiar with the way tracked vehicles look when moving. So if that doesn't help but keep up the good work.
#2
02/09/2011 (1:14 pm)
a cheapy way of doing it would be to create a dts shaped track with bumpy bits for the track links and then shove an animation on it using the resource Steve created here perhaps ? I have one semi working for a tank I\'m working on at the moment, the inner wheels can also be mounted and rotated or a animated texture that links up with the track so it looks a bit more realistic and some dust effects so you can\'t see any obvious flaws.
#3
02/09/2011 (2:11 pm)
I would think sticking with the scroll animation on the Material would be best (or use the animated texture feature) and then expose a couple of script functions for starting and stopping the animation (mostly a matter of passing a scroll speed into the shader as a variable and having the script function change that speed accordingly).
#4
02/09/2011 (6:38 pm)
The scroll animations on materials aren't instanced though, so starting/stopping one would start/stop all of them simultaneously. Short of having a separate material per tank per track or adding your own texture scrolling shader, it's going to look very odd.

Whoever decided that removing animated textures from the engine entirely deserves ... I dunno ... something bad. Fair enough IFLs are slow and fairly outdated in their implementation, but not having any means of doing an animated texture that's actually linked to a frame of animation is very limiting.
#5
02/09/2011 (9:02 pm)
@Matt,
what shader?
I dont think an animated texture should require a shader to function.
I have to agree, the removal of IFL, without a replacement that has at least the same functionality, was a big boo boo.

I have an IFL build for 1.1beta3, seems ok, but getting the "no material" on everything in the scene,

someone want to clean up what I've done, get it functioning again?
I uploaded the files and posted a link to them in a thread last year,
nobody seemed too interested in getting IFL's back in when I posted it,

but here
it is again, if anyone wants to do it, I just have so much to do now.



#6
02/10/2011 (4:31 am)
@deepscratch

Your port seems to be incomplete.You don't have the changes in RenderMeshMgr and RenderTranslucentMgr.