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
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
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#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
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 Fair enough IFLs are slow and fairly outdated in their implementation, but not having any means of doing an animated texture that's actually linked to a frame of animation is very limiting.
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 Fair enough IFLs are slow and fairly outdated in their implementation, but not having any means of doing an animated texture that's actually linked to a frame of animation is very limiting.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
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.
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
Your port seems to be incomplete.You don't have the changes in RenderMeshMgr and RenderTranslucentMgr.
02/10/2011 (4:31 am)
@deepscratchYour port seems to be incomplete.You don't have the changes in RenderMeshMgr and RenderTranslucentMgr.
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