Le MAlin 76 on 13/10/2014 at 22:18
Quote Posted by ZylonBane
Seriously?
The alpha channel don't work on texture added by render_pass in bitmap worldspace, he is just applied to the first layer at all :( (i have made many tests before the decision to made an animated texture).
For textures of brush textures it's the technic but not for the bitmap worldspace
Le MAlin 76 on 13/10/2014 at 22:23
Quote Posted by ZylonBane
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.
It's a smoke with a cone alphachannel so it's not produce a looping animation for the whole texture, the alpha channel move too, so it's will give a weird result
(
http://www.mediafire.com/view/daftz01d6picm0d/dump081.png#)
In this screen the smoke_spot texture is smoothed with a spotcone give in new dark and with distant alpha property, but it's the same shape. In fact i have used a t4 texture smoke with the alpha channel of the spot_cone and i have manualy made a scrolling with frames. The animation itself is good but not the speed.
Le MAlin 76 on 13/10/2014 at 22:29
Quote Posted by ZylonBane
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.
The both work. But the alpha channel move with the texture with the property (all layers)
For the bitmap worldspace the layer added by render_pass is not affected by the alpha channel (and if i add the alpha channel with the second texture it's not really the expected effect...)
Yandros on 15/10/2014 at 12:04
I'm only halfway following all this, but I do know if you want to slow down an animation but maintain the same smoothness, you pretty much have to add frames. Don't see a way around that.
Le MAlin 76 on 19/10/2014 at 17:43
Thank you. I have etablished an SFX parameter with the fog texture of Thief 4 to emulate the effect that i want. It's not perfect but it not seem unrealistic i will show screens later.