Texture animation (frames) on a CMP ?
Greetings gents, I've been attempting to get an animated texture on a cmp. Have previously managed the MA with deltas and such, but the other type -texture animation- is escaping me. I replicated the texture file from missileeffect.txm, extracting the targa to use as a guide, and changing the name to match the material name used on the section which will show the animation.
However my attempts thus far have failed. So..a couple things I'd like to ask;<ul><li> is the Frame rect form of animation restricted to 2 faces such as an icon / bilboard / ale effect sprite type item?</li>
<li> Should I instead be creating a material entry, and then referring to the animated texture through the Dt_name ? </li> </ul>
As far as I can tell, the texture has two entries, the main one: say... impact, which contains sub-nodes of FPS, Frame rects, Frame count, and Texture count -and this is the texture name referred to in an ale file, not the next one.
The second entry uses the same name as above, but with "_0" appended -which contains MIP0 through 8 - this is not referred in the ale file, not with text nor CRC. Now, the missileeffect.txm has only a "Texture library" node, and no "Material library".
The part of the mesh I'm applying this to has 8 faces, in an octogon, all facing one direction. When UV editing, I constrained the faces to where the first frame should be, matching the tga I had extracted.
So, any help getting this to work would be much appreciated =)
Edited by - Mini_Me on 9/24/2007 12:31:02 PM
However my attempts thus far have failed. So..a couple things I'd like to ask;<ul><li> is the Frame rect form of animation restricted to 2 faces such as an icon / bilboard / ale effect sprite type item?</li>
<li> Should I instead be creating a material entry, and then referring to the animated texture through the Dt_name ? </li> </ul>
As far as I can tell, the texture has two entries, the main one: say... impact, which contains sub-nodes of FPS, Frame rects, Frame count, and Texture count -and this is the texture name referred to in an ale file, not the next one.
The second entry uses the same name as above, but with "_0" appended -which contains MIP0 through 8 - this is not referred in the ale file, not with text nor CRC. Now, the missileeffect.txm has only a "Texture library" node, and no "Material library".
The part of the mesh I'm applying this to has 8 faces, in an octogon, all facing one direction. When UV editing, I constrained the faces to where the first frame should be, matching the tga I had extracted.
So, any help getting this to work would be much appreciated =)
Edited by - Mini_Me on 9/24/2007 12:31:02 PM