Author Topic: Animating Building Textures...  (Read 11467 times)

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-eViL-

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« Reply #15 on: December 16, 2003 03:52 pm CST »
you interpreted it right, i just don't know what i am thinking right now.... its a mix between calculus, physics, and tribes... lol.
« Last Edit: December 31, 1969 06:00 pm CST by -eViL- »
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Silvanoshei

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« Reply #16 on: December 16, 2003 04:30 pm CST »
I fail to see how continuously changing skins can improve FPS.
« Last Edit: December 31, 1969 06:00 pm CST by Silvanoshei »

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-eViL-

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« Reply #17 on: December 16, 2003 05:38 pm CST »
you aren't trying to make MASSIVE objects have skin changes, that would make your FPS end up in the malarkeyter....  most of the objects that do change with some frequency are small...
« Last Edit: December 31, 1969 06:00 pm CST by -eViL- »
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Silvanoshei

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« Reply #18 on: December 16, 2003 07:49 pm CST »
He was talking about water flowing. That qualifies as massive in my books.
« Last Edit: December 31, 1969 06:00 pm CST by Silvanoshei »

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UnderGod

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« Reply #19 on: December 16, 2003 09:50 pm CST »
Just to let you know, there is flowing water already in trpg..

It just isn't used because well.. It gives more of a fps drop than 5 old centuria

You can't change the way an object is in game. You can't change the skin on a object either. Realize that the buildings aren't changed at all when the ownership fo them is changed.. The "logo" isn't even connected to the object

If you are a good enough modeler/scripter, you can add objects all day and not require a download as long as the clients have the same texture files.

You don't want any animated object. I don't know if you were around a few versions back when the boat was first implimented. The boat actually used to be animated, It didn't travel like it does now. Almost no one could connect to a server from the lag this caused. The boat looked damn good too. I miss that boat.

and the skin on an object is different from what I believe you are thinking.. The model gets its look from the textures that skin it.. Textures are the skins in that case. And you can't modify textures in game.. It just isn't possible by any means.
« Last Edit: December 31, 1969 06:00 pm CST by UnderGod »
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Lidge Farkley

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« Reply #20 on: December 17, 2003 12:35 am CST »
Quote from: "Silvanoshei"
He was talking about water flowing. That qualifies as massive in my books.
In respect to water, not those huge blue things in the "water" zone.  Water could be a skin on an object like the water fountain.  Small area, small ammount of change.  Water could be the skin on a water trough inside just changing back and fourth.  I was speaking in the sense of any water, not just the big blue squares people call water. ;-)

Quote
And you can't modify textures in game

hmm...
C:\TribesRPG6\unvoled\tribes1.11\entities_converted
light00.bmp
light01.bmp
light02.bmp
light03.bmp
light04.bmp
PULSE00.bmp - PULSE09.bmp
rlight00.bmp - rlight04.bmp
etc...

There are many groups of images which in game appear to be animated together on objects.  The broadside base is the most abundant example of these texture changes.

I know you cannot just add a new texture (everyone has to have a texture of that same name, and the same exact texture to display correctly) and expect it to work, but I have seen textures switch in the game, and that list above is a short group of just a few.  The thing I cannot figure out (past what evil has mentioned by way of tribes.exe) is how they are animated on to an object like that.

Thanks again for looking in to this. :-)
« Last Edit: December 31, 1969 06:00 pm CST by Lidge Farkley »
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UnderGod

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« Reply #21 on: December 17, 2003 12:39 am CST »
The animation you are talking about is done in creation of the object through 3dsmax or milkshape.

The textures aren't being animated.. It is just lighting effects.

And the panals are objects of their own.. Which rotate through a serioes of images.. the textures aren't modified.
« Last Edit: December 31, 1969 06:00 pm CST by UnderGod »
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Lidge Farkley

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« Reply #22 on: December 17, 2003 01:33 am CST »
Quote
animation
= The creation of artificial moving images.
(dictionary.com)
I also did my senior project in high school (1999) about the history of animation.

Animation (in reference to this example) is the process by which things are made to appear moving when in fact they are just made up of several frames of individual pictures of an image in different states.

Quote
The animation you are talking about is done in creation of the object through 3dsmax or milkshape.
(not what I'm talking about.  I did talk about it, but I moved on to the alleged tribes.exe texture switching in my last post, illustrated by "groups of images which in game appear to be animated together on objects" which expresses that I know they are seperate images and I also understand that they create the effect of animation)

The textures aren't being animated.. It is just lighting effects.
(I know, but I think I was just misunderstood. doh!)

And the panals are objects of their own.. Which rotate through a serioes of images.. the textures aren't modified.

I did not know the panels were objects of their own (well, in some cases I did know, but not in the cases of the light00, rlight00, and PULSE00.)

Rotation through a series of images is a modification of the texture on the surface.  ie; image replacement via changing the texture to create animation.  I know I probably allready made this clear.... but I am covering my own ass just in case! :-)

Back to the key issue: ;-)
In order to create the animated effect of objects such as light00, rlight00, and PULSE00, I would need to have some sore of image changing script for the object which did not involve deletion and redrawing of the object, rather, it would say "image00 now change to image01"?

I have been looking through tribes scripts and I still cannot figure out where this texture changer would be.  Damnit!  hah. Well, I hope some one can come up with it! :-D

Peace.
« Last Edit: December 31, 1969 06:00 pm CST by Lidge Farkley »
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UnderGod

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« Reply #23 on: December 17, 2003 09:08 am CST »
You aren't understanding what I'm saying.


THe textures can't be modified. You can not change what a texture looks like in game. You can change how a texture effects an object, but you can NOT change what it looks like.

And those are different indifidual textures.. They aren't being midified one bit.
« Last Edit: December 31, 1969 06:00 pm CST by UnderGod »
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Lidge Farkley

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« Reply #24 on: December 17, 2003 02:48 pm CST »
uhh... how am I not understanding?

You must think I am talking about applying some kind of in-game texture transforming algorithm to an individual texture file, but that is not what I have been saying.

What I have been saying is this;
There is a set of textures (PULSE00 set for example) and they are each applied to a surface of an object in a texture rotation at a given speed.  How can I do this to an object myself?

So, by this:
Quote
You can change how a texture effects an object, but you can NOT change what it looks like.

You mean that the object which has a texture on it that appears animated is actually just a string of objects (all with different textures) which rotate through a cycle, each linked to the last by the texture?
How would the broad side base change it's front logo then... by way of replacing the entire broad side base as evil suggested earlier?
« Last Edit: December 31, 1969 06:00 pm CST by Lidge Farkley »
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-eViL-

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« Reply #25 on: December 17, 2003 03:56 pm CST »
what ozzy is saying is that a texture cannot be modified through tribes (in game or out).  the textures are loaded into the game surroundings by tribes but they are not modified.  the textures give objects their look and implied feel, not vice versa.  you CAN modify an object attributes in game, but NOT textures.

ie-
%object.Name="Thing";
%object.Name="Blah";
there, i modified an object's attributes.
« Last Edit: December 31, 1969 06:00 pm CST by -eViL- »
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Lidge Farkley

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« Reply #26 on: December 18, 2003 07:46 pm CST »
God damn it!  Now I am confused.

So..................  you are refering to the brushes in place which make up the faces of an object now?  (I understand that the object is made of its textures, which make the faces.)

I should wait more rather than ask too many damn questions shouldn't I?

heh.

Ahh well.
« Last Edit: December 31, 1969 06:00 pm CST by Lidge Farkley »
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-eViL-

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« Reply #27 on: December 18, 2003 08:57 pm CST »
w00 h00, look what i made :).

and the questions thing.... you can ask away... we just can't answer them, lol.  you might confuse yourself but you will probably confuse me with you so at least we will be on the same level :).

-------------------------------------------------------------------------
** For TI-89's **

Calculus()
Prgm

Local OneOne, OneTwo
Local TwoOne, TwoTwo, TwoThree, TwoFour
Local ThreeOne, ThreeTwo, ThreThre, ThreFour, ThreFive
Local FourOne, FourTwo, FourThre, FourFour
Local FiveOne, FiveTwo, FiveThre, FiveFour, FiveFive, FiveSix

Lbl I

ClrHome
ClrIO

Toolbar
 Title "Options"
 Item "Degrees", Deg
 Item "Radians", Rad
 Item "Quit", Ex

 Title "Chapter 1"
 Item "Verb. Lim", OneOne
 Item "Trap. Rule", OneTwo

 Title "Chapter 2"
 Item "Epsilon/Delta", TwoOne
 Item "Limit Props.", TwoTwo
 Item "Continuity", TwoThree
 Item "Limit Signs", TwoFour

 Title "Chapter 3"
 Item "Derivitive", ThreeOne
 Item "Diff. Quotes", ThreeTwo
 Item "Vel/Acc", ThreThre
 Item "Squeeze Theor.", ThreFour
 Item "Sinusoids", ThreFive

 Title "Chapter 4"
 Item "Prod./Quot.", FourOne
 Item "Deriv Facts 1", FourTwo
 Item "Deriv Facts 2", FourThre
 Item "Parametric dy", FourFour

 Title "Chapter 5"
 Item "Linearization", FiveOne
 Item "Differentials", FiveTwo
 Item "Reimann Sums", FiveThre
 Item "Mean Value", FiveFour
 Item "Rolle's Theor.", FiveFive
 Item "Simpsons Rule", FiveSix

 Title "Chapter 6"
 Item "Natural Logs", SixOne
 Item "General Rule", SixTwo
 Item "Define e", SixThree
 Item "Deriv. e", SixFour
 Item "Inverses", SixFive
 Item "Integrals", SixSix
EndTbar

Lbl Deg
setMode("Angle","Degree")
Disp "Calculator Set To Degree Mode."
Pause
Goto I

Lbl Rad
setMode("Angle","Radian")
Disp "Calculator Set To Radian Mode."
Pause
Goto I

Lbl Ex
ClrIO
ClrHome
Stop

Lbl OneOne
Disp "L is the limit of f(x)"
Disp "as x approaches c"
Disp "if and only if"
Disp "L is the one number you"
Disp "can keep f(x) arbitrarily"
Disp "clas to just by keeping"
Disp "x close enough to c"
Pause
Goto I

Lbl OneTwo
Disp "A = (1/2) (<>x) *"
Disp "(f(x[1])+2f(x[2])+.."
Disp "+2f(x[n-1])+f(x[n])"
Pause
Goto I

Lbl TwoOne
Disp "L+E < f(x) < L-E"
Disp "Solve For x"
Disp "x = Difference/Delta."
Pause
Goto I

Lbl TwoTwo
Disp "lim g(x)|x->c = L1"
Disp "lim h(x)|x->c = L2"
Disp "[g(x)+h(x)] = L1+L2"
Disp "[g(x)*h(x)] = L1*L2"
Disp "[g(x)/h(x)] = L1/L2"
Disp "[K*g(x)] = K*L1"
Pause
Goto I

Lbl TwoThree
Disp "1. f(c) exists"
Disp "2. lim f(x) exists"
Disp "   x->c"
Disp "3. lim f(x) = f(c)"
Disp "   x->c"
Pause
Goto I

Lbl TwoFour
Disp "lim f(x)  x->c from left."
Disp "x->c-          goin right."
Disp "lim f(x)  x->c from right."
Disp "x->c+          going left."
Pause
Goto I

Lbl ThreeOne
Disp "lim  f(x)-f(c)"
Disp "x->c    x-c"
Disp " ALSO"
Disp "lim  f(x+h)-f(x)"
Disp "h->0      h"
Pause
Goto I

Lbl ThreeTwo
Disp "For: f(x+h)-f(x)"
Disp "          h"
Disp "Back: f(x-h)-f(x)"
Disp "          h"
Disp "Sym: f(x-h)-f(x+h)"
Disp "         2h"
Pause
Goto I

Lbl ThreThre
Disp "Displacement: x"
Disp "Velocity: dx/dt = v"
Disp "Accel: dv/dt = a"
Disp "f(x) - f'(x) - f''(x)"
Pause
Goto I

Lbl ThreFour
Disp "1. g(x)<=h(x)|x near c"
Disp "2. lim g(x) = lim h(x)"
Disp "   x->c       x->c"
Disp "3. g(x)<=f(x)<=h(x)"
Disp "  for all x near c"
Pause
Goto I

Lbl ThreFive
Disp "y = C + A(cos(B(x-D)))"
Disp "1. Sinusoidal Axis: y=c"
Disp "2. Amplitude: |A|"
Disp "3. Period: 2pie/|B|"
Disp "4. Phase Displacement: D"
Pause
Goto I

Lbl FourOne
Disp "Product: y = uv"
Disp "y' = u'v + v'u"
Disp "Quotient y = u/v"
Disp "y' = (u'v - v'u)"
Disp "        v^2"
Pause
Goto I

Lbl FourTwo
Disp "tan'(x) = (sec(x))^2"
Disp "cot'(x) = -(csc(x))^2"
Disp "sec'(x) = sec(x)tan(x)"
Disp "csc'(x) = -csc(x)cot(x)"
Pause
Goto I

Lbl FourThre
Disp "sin-1(x) = 1/SQRT(1-x^2)"
Disp "tan-1(x) = 1/(1+x^2)"
Disp "sec-1(x) = 1/(|X|SQRT(x^2-1))"
Disp "co functions are negative."
Pause
Goto I

Lbl FourFour
Disp "dy = dy/dt"
Disp "dx = dx/dt"
Disp " -ALSO-"
Disp "dy = y'"
Disp "dx = x'"
Pause
Goto I

Lbl FiveOne
Disp "Linear function that best fits"
Disp "function f for values of x"
Disp "close to c is:"
Disp " "
Disp "y = f(c) + f'(c)(x-c)"
Disp "y = f(c) + f'(c)dx"
Pause
Goto I

Lbl FiveTwo
Disp "dx = deltax"
Disp "dy = f'(x)dx"
Pause
Goto I

Lbl FiveThre
Disp "Summation of:"
Disp "f(x[k])deltax[k]"
Pause
Goto I

Lbl FiveFour
Disp "1. f is differentiable"
Disp "     always on"
Disp "     interval (a,b)"
Disp "2. f is continuous"
Disp "     at a and b"
Disp "f'(c) = f(b) - f(a)"
Disp "           b - a"
Pause
Goto I

Lbl FiveFive
Disp "1. f is differentiable"
Disp "     always on"
Disp "     interval (a,b)"
Disp "2. f is continuous"
Disp "     at a and b"
Disp "3. f(a) = f(b) = 0"
Pause
Goto I

Lbl FiveSix
Disp "(1/3)deltax * (total)"
Disp "total= y[1]+4y[2]+2y[3]"
Disp "+4y[4]+2y[5]+...."
Disp "+2y[n-2]+4y[n-1]+y[n]"
Pause
Goto I

Lbl SixOne
Disp "(d/dx) ln(x) = 1/x"
Disp "integ (1/x) dx = ln|x| + c"
Disp "ln(1) = 0"
Pause
Goto I

Lbl SixTwo
Disp "b^a = c"
Disp "a = log c"
Disp "    log b"
Pause
Goto I

Lbl SixThree
Disp "e = lim ((1+n)^(1/n))"
Disp "    n->0"
Disp " ALSO"
Disp "e = lim ((1+(1/n))^n)"
Disp "    n->0"
Pause
Goto I

Lbl SixFour
Disp "f(x) = e^x"
Disp "f'(x) = e^x * x'"
Pause
Goto I

Lbl SixFive
Disp "exp(ln(x)) = x"
Disp "ln(exp(x)) = x"
Disp "e^ln(x) = x"
Disp "ln(e^x) = x"
Pause
Goto I

Lbl SixSix
Disp "Integrals"
Disp "tan(x)dx = ln|sec(x)|+C"
Disp "cot(x)dx = 1ln|csc(x)|+C"
Disp "sec(x)dx = ln|sec(x)+tan(x)|+C"
Disp "csc(x)dx = ln|csc(x)-cot(x)|+C"
Pause
Goto I

EndPrgm
« Last Edit: December 31, 1969 06:00 pm CST by -eViL- »
There's nothing ever wrong but nothing's ever right
Such a cruel contradiction

Lidge Farkley

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« Reply #28 on: December 19, 2003 12:15 pm CST »
Quote from: "-eViL-"
w00 h00, look what i made :).

and the questions thing.... you can ask away... we just can't answer them, lol.  you might confuse yourself but you will probably confuse me with you so at least we will be on the same level :lol:
« Last Edit: December 31, 1969 06:00 pm CST by Lidge Farkley »
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UnderGod

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« Reply #29 on: December 19, 2003 01:03 pm CST »
I hope you know that had nothing to do with tribes
« Last Edit: December 31, 1969 06:00 pm CST by UnderGod »
"The right man in the wrong place can make all the difference in the world"