Ricebug on 12/8/2014 at 14:58
I thought there was a set of commands where you could set up objects or textures to always face the player. Having just read the docs, I find nothing.
It's the trick first seen in DooM, where sprites always turned with the player. It's still used in today's modern games, such as shown here:
Player Perspective View:Inline Image:
http://www.bogadocious.com/temp/trees1.jpgTop-Down View:Inline Image:
http://www.bogadocious.com/temp/trees2.jpg
ZylonBane on 12/8/2014 at 15:35
It is definitely mentioned in the docs. It's a new feature added to bitmap worldspace objects.
Daraan on 12/8/2014 at 18:37
As ZylonBane said that is a feature of bitmap worldspace textures. The only downside: one (the rotating) axis is locked. So there is always one direction where the effect looses its magic. Or did someone find a way to rotate correctly in all directions?
Somehow Axial Fade 1 should fade out the texture at a specific angle. Seems only to work in the editor window and not in the game mode:confused:
Inside my Dropbox there is a DemoMission called Fireorbdemo Thief->Textures->Animated if you are interested but I guess you're able to do it without ;) The cool thing is the orb and not the setup^^
ZylonBane on 12/8/2014 at 18:45
Quote Posted by Daraan
The only downside: one (the rotating) axis is locked.
So you're saying that the only downside of axis-locking is that an axis is locked. :weird:
If you want a bitmap that faces directly toward the player, Dark's always been able to do that. Use a particle or a corona.
Daraan on 12/8/2014 at 19:02
Quote Posted by ZylonBane
So you're saying that the only downside of axis-locking is that an axis is locked. :weird:
Well it could also be point locked :p
gamophyte on 15/8/2014 at 06:23
@Daraan Can you host that? The ttlg website link doesn't go to any public space, it just asks me to upgrade my dropbox by signing on people. so maybe the actual url will work too. I can't for the life of me figure out half these bitmap things as there's nothing on them. I searched all night and wasted time away from building. THANKS:thumb:
gamophyte on 16/8/2014 at 00:06
THANKS!
Code:
force_full_alpha
render_material_only 1
render_pass {
texture * 0 "tex\textures\DFireball000"
ani_rate 70
}
Could you help me understand these settings?
ani_rate 70 is self explanatory.
texture * 0 "tex\textures\DFireball000" I sort of get. It denotes the first of the series of textures to be animated. Do you need it to be in that folder? I am doing a .bin model that has a polygon calling for my arc.png (it shows just fine in game as a non animated texture). The animated series arc00.png, arc01.png, arc02.png, arc03.png, ect... of textures are in the same folder
(txt under
obj like all object textures) as the arc.png, but it doesn't animate in game. My line is
for the purpose of what I want.
What is
render_material_only 1?
ZylonBane on 16/8/2014 at 01:27
Have you even bothered reading the materials doc file? All that stuff is already explained pretty well.
As for the material texture folder, you can put them anywhere you want (almost). I use a base folder named "material", rather than the ambiguous "tex". Then a subfolder for each major effect, containing all the support files. Much more organized that way.
The base directory for material resources is the base resource root, NOT the obj folder. Do not put your material textures in obj, or fam, or bitmap.
Daraan on 16/8/2014 at 08:46
First I want to point out that my method is a advanced way of making animated textures which I specially made for these bitmap images because the standard method doesn't work here. The standard method is not outdated since it it the standard way :cheeky:.
The standard method should be a bit better in terms of performance (effect should be minimal in this case) while the other gives you more control and the option to 'outsource' your textures to another folder.