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Animated textures on object ?

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1,039
Country
belgium
Hi,

Wonder if it is possible to add an animation made with Paint Shop Pro as texture on a polygon/object in GMAX and see it of course in FS.

Greetz. José.
 
Hi Jose,

I assume you mean something like an animated GIF then? No, that is not supported by FS. In Fs2004 you can only move/rotate entire parts, in FsX we can use skin and bones to animate vertices. But animating a texture is not possible.

Although it is possible to make a cartoon switching of textures. For example for billboards.
 
Hi,
I have seen some animated fires in cfs, fs20002 and the animation worked in cfs2 the cfs1 fire texture do no show like it did in cfs, the fs2002 camp fires worked in cfs2. What I will like to make is just flames for cfs2. I can not see anything on cartoon switching of textures, so I am asking for some pointers,
I use gmax as a modeling tool.
Thankyou.
RJ
 
The flames I'm pretty sure are done with effects, not modeled and animated. But how to build effects I have no idea, sorry!
 
Yes flames are done with effects, but can be heavy on frame rate when lots are put into scenery.
There are macros on the web that are texture flames and these I want to use if I can find one I like, or make lots of low poly flame objects that rotate to user.
I know they don't look as good, but is better than no flame when blowing up objects in cfs2.
RJ
 
I know Robert's response was to an old thread, but can't resist suggesting that an animation would be on a surface, so there is the possibility of creating duplicate co-planar surfaces with consecutive frames mapped on them (in animation terms I think its a "cel"). It just remains to make between 15-30 cels for each second of animation and then switch the cels using XML. What that would do to framerates is anybody's guess. If you don't want a movie-like animation (as if you were modelling a drive-in) then there's the option of lower frame changes.

It could be done, just not easily.

The XML would just hide all but the necessary cel.
 
This is the sort of animation I am trying to achieve in gmax models. I have sorted the brightness out for cfs2 models made with gmax, still trying to get _lm textures to show in cfs2. The code below is for cfs1 and this macro does not show up bright in cfs1.

There must be away to do all the above in gmax for cfs2.

Many thanks.

;========================================================
; Macro File for Airport V2.10
; (c)1999 Martin Wright
; This File is Freeware
; This Macro file may be distributed Freely providing no
; charge is made. Scenery created with this Macro file
; may be distributed Freely providing no charge is made.
; Commercial distribution or use is not allowed.
;========================================================
; CFS Active Airfield Object - Flames1.api
;========================================================
mif( 0 )
Area( 5 %1 %2 14 )
RefPoint( 7 :Layout1 %4 %1 %2 v1= 0 v2= 0 )
RotatedCall( :layout 0 0 %5 )
Jump( :endlayout )
:layout
Points( 1
-10 0 -10
-5 0 10
0 0 -10
5 0 10
10 0 0

)
Poly( a 1 2 3 4 5 1 )
:layout1
Return
:endlayout
EndA
mifend
Area( 5 %1 %2 22 )
IfVarRange( : 346 %12 4 )
PerspectiveCall( :L1 )
Jump( : )
:L1
Perspective
RefPoint( 7 :L2 %4 %1 %2 v1= %10 )
RotatedCall( :L3 0 0 %5 )
RotatedCall( :L3 0 0 %5+90 )
RotatedCall( :L3 0 0 %5+45 )
RotatedCall( :L3 0 0 %5-45 )

:L2
Return
:L3
Points( 0
-15 %6 0 ; 0
-15 %6+22 0 ; 1
15 %6+22 0 ; 2
15 %6 0 ; 3
)



Bitmap(Fire_S~1.bmp 0 0 0 0 )
IfVarAnd( :S2 282 101 )
ConcavePoly
Inst_7D
TexPoly( a
0 0 0
1 0 127
2 63 127
3 63 0
)
ConcavePoly
Inst_7D
TexPoly( ai
0 0 0
1 0 127
2 63 127
3 63 0
)
Return
:S2
IfVarAnd( :S3 282 202 )
ConcavePoly
Inst_7D
TexPoly( a
0 64 0
1 64 127
2 127 127
3 127 0
)
ConcavePoly
Inst_7D
TexPoly( ai
0 64 0
1 64 127
2 127 127
3 127 0
)
Return
:S3
IfVarAnd( :S4 282 404 )
ConcavePoly
Inst_7D
TexPoly( a
0 128 0
1 128 127
2 191 127
3 191 0
)
ConcavePoly
Inst_7D
TexPoly( ai
0 128 0
1 128 127
2 191 127
3 191 0
)
Return
:S4
IfVarAnd( :S5 282 808 )
ConcavePoly
Inst_7D
TexPoly( a
0 192 0
1 192 127
2 255 127
3 255 0
)
ConcavePoly
Inst_7D
TexPoly( ai
0 192 0
1 192 127
2 255 127
3 255 0
)
Return
:S5
IfVarAnd( :S6 282 1010 )
ConcavePoly
Inst_7D
TexPoly( a
0 0 128
1 0 255
2 63 255
3 63 128
)
ConcavePoly
Inst_7D
TexPoly( ai
0 0 128
1 0 255
2 63 255
3 63 128
)
Return
:S6
IfVarAnd( :S7 282 2020 )
ConcavePoly
Inst_7D
TexPoly( a
0 64 128
1 64 255
2 127 255
3 127 128
)
ConcavePoly
Inst_7D
TexPoly( ai
0 64 128
1 64 255
2 127 255
3 127 128
)
Return
:S7
IfVarAnd( :S8 282 4040 )
ConcavePoly
Inst_7D
TexPoly( a
0 128 128
1 128 255
2 191 255
3 191 128
)
ConcavePoly
Inst_7D
TexPoly( ai
0 128 128
1 128 255
2 191 255
3 191 128
)
Return
:S8
IfVarAnd( :S9 282 8080 )
ConcavePoly
Inst_7D
TexPoly( a
0 192 128
1 192 255
2 255 255
3 255 128
)
ConcavePoly
Inst_7D
TexPoly( ai
0 192 128
1 192 255
2 255 255
3 255 128
)
Return
:S9

:END
Return

EndA
 
Last edited:
I now have the animated texture I required, I made the object with EOD and hand edited it like the example above.

I will study the gmax code and see if is possible to do the same in gmax.

After editing some code in the bgl that airportforwindows makes after placing the object it showed up in modelconverterx as single frame objects.
Robert John.
 
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