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91
GameRanger and Tunngle Games / Re: Get together today?
« Last post by deadmeow on May 17, 2013, 08:59:13 AM »
Gameranger wouldn't be a problem if it wasn't locked a 30fps framerate no matter what you do.  But for those who can't use tunggle it is at least an additional option.l

I play AOE2 on Gameranger, but if you want to add me to play SWBF sometime you can.  My Gameranger account # is 325757 and I use the name deadmeow though I often change it on gameranger.
92
SWBF1 Mod Factory / Re: Render Type 7 (Animate)
« Last post by Sereja on May 17, 2013, 04:31:45 AM »
Interesting finds, tirpider!
Just check it:
Yes, it works fine, for SWBF2. Seems, it can separate each pic, to 16 clusters, and can show then by order.
Seems, SWBF1 ZE, also may recognize this code, becouse the model look's blinking. But, unfortunately, it not works in SWBF1 game :(...
93
SWBF1 Mod Factory / Re: Render Type 7 (Animate)
« Last post by tirpider on May 17, 2013, 03:18:58 AM »
Fun, but not quite.

The black and white one looks like either the shadow volume didn't hide properly, or the alpha channel didn't render right.
The rainbow Cloud City.. I just don't... heh
I'm thinking you were right in the comments about that being a memory thing.


This is the example I saw (in bf2 though)
http://www.xfire.com/video/17df9f

He and others explain it in this GT thread.
http://www.gametoast.com/forums/viewtopic.php?f=36&t=21039

After applying their recipe (same numbers, even) to my test models, I get no effect in BF1.

Like them, I have greped through the entire set of bf1 and bf2 assets looking for a msh that uses it.. not one to be found. 

The example explosion image provided (a_sparks3.tga) in that thread is part of an effect (ord_explosion.fx) found in common.lvl with no msh attached to it.

He says he applied his example to a msh, and not an effect, and a search of their site reveals talk of animated textures, but no examples other than Scrolling textures that they call animated.  So now I'm just looking for proof it exists outside of a demo video.  (Hoping it isn't a bf2 only thing.)

I don't know squat about how effects work, but I'm thinking the workaround might be to have a permanently attached effect with the animation.

I don't have a project in mind for this (maybe a blink animation for the models with faces.. I don't know.), just exploring the render types and trying to find out how they work.
94
SWBF1 Mod Factory / Re: Render Type 7 (Animate)
« Last post by Buckler on May 17, 2013, 02:21:23 AM »
A messup of the rendering, and not really animated, but is this close?
http://www.xfire.com/videos/24d39a
http://www.xfire.com/videos/2bc3d2

does it show that it is possible in the engine somehow ?
95
GameRanger and Tunngle Games / Re: Get together today?
« Last post by Sol9000 on May 17, 2013, 01:20:41 AM »
4 isnt very realistic. I think im the only person here who still uses gameranger

That makes 2 of us...

Friendz? :3
96
SWBF1 Mod Factory / Re: Elite Corps - A BF1 Skin Project
« Last post by ~AF!zZingGunFlower on May 16, 2013, 11:28:14 PM »
looks good BRO
97
SWBF1 Mod Factory / Render Type 7 (Animate)
« Last post by tirpider on May 16, 2013, 11:16:53 PM »
Has anyone managed to get the Animate render type to work in-game?
Has anyone seen an animated texture in-game, even? (Animated, not scrolling.)

I have seen video examples of it working in BF2, but nothing in BF1.  Not on a msh model, at least.

My test models (a rock and a player unit) appear to have animated textures when placed in Zero, (their surfaces blink and flip rapidly,) however no effect is seen in-game as a prop or a unit.

The munger complains (INVALID RENDER TYPE:Animate) so I am sure I am close.

The information I have is that the render type needs to be set to 07, data0 needs to be the number of frames, and data1 needs to be the speed.

The frames have to be set up in a grid on the texture with the UV's mapped to the first frame. And the number of frames need to be a square number (4, 16, 25, 36...)

My fear is that it is an fx based thing only, but I'd love to see it working at all, really.

If anyone knows of an example of this or whether it is a feature supported in SWBF1, I'd love to know.
98
SWBF1 Mod Factory / Re: CORUSCANT Mapping Contest!
« Last post by -RepublicCommando- on May 16, 2013, 10:51:03 PM »
And what are those tools?  :shrug:
Maya, XSI, Blender, Wings, Sketchup (not high end really...), 3Dmax, and most (if not all?) have freeware versions. I know blender is free to use (I've used it a bit for modelling myself, I'm not very good at it though).
Trust me, there are tons of great tools to use, just not enough folks that have enough time to use them..
99
SWBF1 Mod Factory / Re: Elite Corps - A BF1 Skin Project
« Last post by 411Remnant on May 16, 2013, 10:43:38 PM »
Still adding in some higher resolution textures for the arms. I would say its shaping up rather nicely, thanks for the kind replys guys.



Edit: Brief Update, I think its safe to say the Scount Recon Trooper is Done.

Edit: Wrong pic, here is the current and final version of of him.
100
SWBF1 Mod Factory / Re: CORUSCANT Mapping Contest!
« Last post by 411Remnant on May 16, 2013, 10:30:16 PM »
updates to blender and well, there are a lot of assests and texture artisits who can do stuff. Put everyone's talent to good use and you got yourself one spicey team burrito.
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