can anyone tell me how to make an animation that plays on, lets say, a wall? or direct me to a tutorial.
ive done numerous searches and found nothing
can anyone tell me how to make an animation that plays on, lets say, a wall? or direct me to a tutorial.
ive done numerous searches and found nothing
Check out http://www.bpeers.com/software/q3ase/
It’s the Q3 shader editor (works for all Q3 engine shaders, IIRC). There’s a general tutorial there that has a section about animation.
This is only good if you want an animation with up to 8 frames, though. Any more than that, and you’ll need to try to get a .roq video file onto a shader. IIRC, there is a way to do that, but I don’t know where to find it.
The thing u need to add is:
animMap
animMap <speed> <mapname1> <mapname2> ... <mapnameN>
Specify a series of textures which are animated in sequence. The speed of number of times the entire sequence of textures will cycle per second. Each texture in the animation is gradually blended into the next one. See the flames in q3test1 for an example of this. If a stage does not contain a map, animMap or clampMap attribute then the surface is rendered to the z-buffer only. (* Move last sentence to somehere more visible *)
animMap 2 one.tga two.tga three.tga
Like the waterfall i made for my Flughafen:
textures/draktexs/dr_fall
{
qer_editorimage textures/draktexs/dr_fall.tga
q3map_surfacelight 0
cull none
nofog
surfaceparm nomarks
surfaceparm nonsolid
//surfaceparm trans
{
animMap 10 textures/draktexs/dr_fall1.tga textures/draktexs/dr_fall2.tga textures/draktexs/dr_fall3.tga textures/draktexs/dr_fall4.tga textures/draktexs/dr_fall5.tga textures/draktexs/dr_fall6.tga textures/draktexs/dr_fall7.tga textures/draktexs/dr_fall8.tga
//blendFunc GL_ONE GL_ONE
//rgbGen wave inverseSawtooth 0 1 0 10
}
{
animMap 10 textures/draktexs/dr_fall2.tga textures/draktexs/dr_fall3.tga textures/draktexs/dr_fall4.tga textures/draktexs/dr_fall5.tga textures/draktexs/dr_fall6.tga textures/draktexs/dr_fall7.tga textures/draktexs/dr_fall8.tga textures/draktexs/dr_fall1.tga
//blendFunc GL_ONE GL_ONE
//rgbGen wave sawtooth 0 1 0 10
}
}
So u are going to need 10 tga´s for the animation and the rest is a piece of cake!