making models-textures


(stealth6) #1

Well I’m still adding to my knowledge of makig maps, and was trying out the Q3 style powerups from RayBan, and noticed that the flor texture was spinning.
Also there was a release on SL with a working radar screen (so de green line thingy spun round)

was wondering with which programs you can make animated textures for ET.
And could this be used for a watermark?

Since I’m making a new topic anyway, was also wondering how to make my own models
I’ve heard of milkshap 3D, but was wondering if there are any others out there.

did a search on animated textures but couldn’t find anything yet.
As for models haven’t tried yet going to now


(Berzerkr) #2

Animated textures do not exist. The animation of the Radar Screen was added with an shader. (Thanks to Diego for the permission!)
The Q3A Shader Manual is a good thing to see what’s possible.

Here the shader from the Animated Radar Screen as example:

models/mapobjects/electronics/radar_01
{
	qer_editorimage models/mapobjects/electronics/radar_01.tga
	surfaceparm metalsteps
	
	{
		map $lightmap
		rgbGen identity
	}
	{
		map models/mapobjects/electronics/radar_01.tga
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
	{
		map models/mapobjects/electronics/radar_beep.jpg
		tcMod rotate -.1
		blendFunc GL_ONE GL_ONE
	}
	{
		map models/mapobjects/electronics/radar_sweep.jpg
		tcMod rotate 90
		blendFunc GL_ONE GL_ONE
	}
}

Don’t know if it’s possible with an shader to add animation to a watermark.


(.Chris.) #3

Well, take a lot at the flame shader file, that’s animated, it uses a number of different images to represent each stage of the animation kind of like them cartoon flip books.


(RayBan) #4

the textures under the powerups ( the floor ) are not animated textures, but
instead uses some texture effects, such as rotating and stretching to simulate
scaling using a sin wave pattern. now… for creating animated textures i
would recommend using blender3d… i used blender to create the animated
texures for the candle flame, the eyes of the chicken grenade as well as the
eye for the brainslug helmet mini mods.

actually… the candle flame used quite a few animated frames, so i could
make it into a roq video.

for models, i would also recommend blender3d, and you can get some python
scripts for exporting to ase, as well as some newer scripts for md3 exporting
( which i have not tried yet… ) that kat posted in his forums.

there is the nephro tool to export md3’s also from other model formats.

for making static models for things like buildings, rock work… terrain and
so on, you really cant go wrong with blender and der tons ase export
script.

for animated md3’s you can use milkshape, however its better to create
the model(s) you want in another program such as blender then export to
obj, then import that into milkshape to finish off the animations because
milkshape does not offer a great amount of flexibility in model editing.

i do tend to promote blender quite a bit, unlike a few years back when i
probably would have been complaining about it a lot. but after working
with it, and understanding the various capabilities it has, im now a diehard
fan of blender3d. its a very powerful, flexible and free 3d editor.


(stealth6) #5

where can i download the progs(or scripts?) to import md3 files since most of pak0 is md3 as far as I know