Hi, Does anybody know, why the inner parts of the shield generator on Hoth are moving in the Zeroeditor and in the (stock) game they aren't.
Here a short video, I made (sorry for bad quality)
https://youtu.be/ArMtFin1SJo (https://youtu.be/ArMtFin1SJo)
Unfortunately, SWBF doesn't support scrolling texture animations. That's why.
Actually Gistech you are wrong.Battlefront 1 support scrolling textures.Sereja told me they work so i tested them and its true.Here check my video.Look the waterfall moving texture.This is in Battlefront 1.
https://www.youtube.com/watch?v=e6wE9PCSjo0
(I dont know why the camera is so shaky.Thats from Youtube)
I phrased that wrong - I meant tiling animated textures. Like the kind you see in SWBF3 Legacy on the FPS weapon displays.
Ohh...now i understand you :slap:
it moves on the ps2 version
https://youtu.be/TF5avgstN6g
Quote from: oldsnake on April 01, 2017, 09:54:05 AM
it moves on the ps2 version
https://youtu.be/TF5avgstN6g
Probably code that was removed for the PC version.
The problem with Hoth generator is obviosly simple: SWBF1 can't mix scroll and bump render effects at the same texture. To make it work, you need to delete this line from msh.option file: -bump HOTH_Shield_Generator
. In this case, you loose bump render effects ofcourse. If you realy need to have both effects, you need to copy HOTH_Shield_Generator.tga texture, and rename at least one letter in it like H1TH_Shield_Generator.tga or something. Then edit the hoth_bldg_shieldgenerator.msh with HEX editor, to add new name of the texture to the model.
Thanks for the good explanation. I will move this over to tutorials in a couple of days. :cheers:
Thank you all for your commentaries- especially to Sereja, who shows again that he is a true specialist of SWBF1. :tu:
Best wishes Triops