Le MAlin 76 on 13/10/2014 at 11:21
Quote Posted by ZylonBane
And this:
"more it's increasing the speed less the speed is the same but the animation is not fluid"
Doesn't make
any sense. Less speed the speed is the same? :weird:
It was about the material and, it's not affect the texture
The properties: just the SFX/Frame. When i put 20 it's more fluid but faster. I want just to reduce the speed of the animation.
LarryG on 13/10/2014 at 14:09
For a more fluid, smoother, and slower animation, I suggest try adding more frames which transition between your existing frames. So instead of having frame1, frame2, frame3, etc., you have frame1, frame1a, frame2, frame2a, frame3, frame3a, ...
By providing the intermediate positions of the animation and keeping the frame rate the same, you will be slowing down the visual while improving the smoothness.
Le MAlin 76 on 13/10/2014 at 14:34
Ok. But with a texture with 63 frames it's also impossible because it would mean to have more than 99 frames if i understand well ?
ZylonBane on 13/10/2014 at 17:29
I'd like to know what the hell you're animating that 63 frames isn't enough for smooth motion.
Le MAlin 76 on 13/10/2014 at 17:42
The limit is 99 frames. It's a texture animated texture (loop) of 256x256 with a movement of 2 line of the grid of photoshop (a scrolling texture) so mathematically i cannot do other thing, it's logic.
ZylonBane on 13/10/2014 at 18:13
If the only animation is scrolling, why aren't you using UV_MOD SCROLL then? You could accomplish the same effect with ONE (1) texture!
LarryG on 13/10/2014 at 19:21
What is UV_MOD SCROLL and where do you use it? I don't find a mention of it in the modders_notes, new_commands, material-format, or any other doc file I can find.
ZylonBane on 13/10/2014 at 21:21
Seriously?
Quote Posted by material-format.txt
uv_mod <function> <func_param>*
-------------------------------
Modify/transform texture coordinates. Note that using rotational and scaling transforms on water
surface may not produce usable results due to special handling of water UV coordinates by the engine.
One or several of following modify/transform functions can be used:
...
SCROLL <uspeed:float> <vspeed:float> [<usteps:int> <vsteps:int>]
Continuous/animated scroll of texture. Scroll speeds are in UV units per second.
LarryG on 13/10/2014 at 21:25
Ah. It's not there as "UV_MOD SCROLL" but as "uv_mod *". No wonder the search function didn't find it when I looked for "UV_MOD SCROLL". And that works with bitmap textures, not just brush textures?
ZylonBane on 13/10/2014 at 21:40
Probably, but it hardly matters in this situation (if we're understanding LeMaLiN correctly, god help us), because bitmap worldspace textures support UV scrolling even in the original engine, via the Physics/Model/ConveyorVelocity property.