Animating textures -1 reply

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ColdDarkParanoia

Pro-Filer thinks I'm cool!!

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25th March 2005

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#1 11 years ago

Hi all, . Iv been trying to create a model of a planet, with animated clouds that will move in its atmosphere. . . So for i have tried using a separate sphere a bit larger then the first one, with cloud textures on it, with transparent sections so that you could still see the ground, however, this failed, the clouds could be see easily, however, the ground became very faded, and the whole shape of the model looks screwy. . . So i tried playing around with the odf's seeing if i could just uses a standard planet and add hardpoints to it ect... nope! the class label "planet" gives it the clouds which you normally see on planets but when ever i try and build anything on it the game crashes. . . (has anyone ever manage to get this to work properly? planets which build ships ect) not just models which look like planets which build ships. . . then i tried to use animated textures (such as on the cocoon) however, i haven’t had a chance to look into this much yet, is it a matter of using max 5 to animate the texture and export it? (any help anyone could give me would be really appreciated) . . Finally, iv tried adding nebulas to the planets, (at the creating model stage) so that the nebulas could rotate around inside the models and bits break the surface, however, I managed to get the clouds to work on their own yet when i mixed them in with the models of the planet they became stationary, (because they are just spirits), and the nebulas and asteroids are controlled with... yes you guessed it class labels!!!!!!!!! errr.. . . I haven’t tried using the main model as a "scrap" class label yet, but im pretty sure i would just have the same problem as with the "planet" class label i.e. the game would crash. . . So as you can see, its not like iv just come running to the forums to ask, I genuinely have been working on this problem for quite some time now and its really holding up progress on the stargate project. :( . . If anyone knows how, or would be willing to create animated planet models for me could you please let me know but either posting here, or my e-mailing me at [email]ColdDarkParanoia@gmail.com[/email] . . Thanks, any help anyone can give me on any of these problems (or suggestions for ways which I haven’t tried yet ;) ) would be really appreciated. . . ColdDarkParanoia - The Stargate Project




kel333

IWL: Klingon Defense Force

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10th June 2005

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#2 11 years ago

I don't know if you're aware of this, but you can set the cloud spin speed in these files in the odf/stations folder: PB_CLSSM.odf. Example:

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#include "planet.odf" unitName = "Tara" tooltip = "Class M Planet" verboseTooltip = "Metal Content=9000. Earth is located at sector 001 and is the home world of the Federation." maxHealth = 10000 maxCrewGain = 20000 // maximum military garrision (crew) maximumCrew = 10000 // maximum civilian population // can be unpopulated, sparse, light, medium, or heavy maxPopulation = "heavy" // modifier to base rate at which a planet gets civilians civilianPopulationModifier = 2.0f // Distance to ground. 0 means no atmosphere, < -1 means no ground. groundDistance = 24 // no turbulence, so the ground doesn't crawl. relativeAtmosphereSpeed = 1.2 ambientSound = "pb_clssm_am.wav" //make min > or < to change volume. ambientMinimumFactor = .25 //leave max=1. ambientMaximumFactor = 1.0 resource = "ResourcePlanetM" atmosphereTextureName = "PA_ECFR0" groundTextureName = "PB_GC00M" isColonizable = 1 requiresTerraform = 0 //****************************************************************** //PLANET NAMES //Possible Craft Names possibleCraftNames = "Earth" scaleSOD = 36.25

Check these lines out: // Distance to ground. 0 means no atmosphere, < -1 means no ground. groundDistance = [COLOR=red]24[/COLOR] Here you set how far away from the ground you want the atmo to be. (See pics below) // no turbulence, so the ground doesn't crawl. relativeAtmosphereSpeed = [COLOR=red]1.2[/COLOR] [COLOR=blue]Here you set the atmospheric rotation speed. My class-K planets have this set to 3 (very fast)[/COLOR] atmosphereTextureName = [COLOR=red]"PA_ECFR0"[/COLOR] groundTextureName = [COLOR=red]"PB_GC00M"[/COLOR] And for these, you can set whatever texture you want the ground or atmo to use. You can create as many varieties of planets as you want-- just make a new odf and change the settings how you want. Here's what it looks like: The first one shows all the standard classes and their atmos:

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And the last 2 show a close up of the Earth and its cloud spin rate:

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ColdDarkParanoia

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#3 11 years ago

unfortunatly i couldn't get the clouds to apear with out the "planet" class label, which is a real bummer, these lines just dont do anything without the class label, unless you have found a way? i had a really nice looking planets with white clouds with a hint of blue that rotated slowly which looked amazing, one good think about using a model is that i can add the glows stright to it :) i wonder... do you think if i animated the joints in 3ds max 5 and then exported it, i could get the spirit cloud glows to rotate? or animate the textures?... like the cacoon




kel333

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#4 11 years ago

Oh, sorry, I didn't realize you were trying to make a "station" planet. I thought they were separate questions. Hmm... I guess you've tried looking at the planetary shields for building things? I doubt they would work. As for changing classlable behavior, nothing I've done has ever worked... you pretty much gotta find a way to get your effect within the classlable's restrictions. I only have MS3D, so animating sods is beyond me. I'd try animating the textures. The sprite files are great for adding new effects to things, once you learn how they work. Pretty confusing but worth the hassle when you complete a new animation. I wish you luck with this. It sounds like a great addition to Armada. I'm not sure if it's been tried before but I'll bet someone knows more about it. Let me know how I can help.




ColdDarkParanoia

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#5 11 years ago
kel333;3509180Oh, sorry, I didn't realize you were trying to make a "station" planet. I thought they were separate questions. Hmm... I guess you've tried looking at the planetary shields for building things? I doubt they would work. As for changing classlable behavior, nothing I've done has ever worked... you pretty much gotta find a way to get your effect within the classlable's restrictions. I only have MS3D, so animating sods is beyond me. I'd try animating the textures. The sprite files are great for adding new effects to things, once you learn how they work. Pretty confusing but worth the hassle when you complete a new animation. I wish you luck with this. It sounds like a great addition to Armada. I'm not sure if it's been tried before but I'll bet someone knows more about it. Let me know how I can help.

Thanks man :) yea i'll try the textures animatioins, the planet sheild is a class label item as well :( but dnt worry i'll just have to do texture and model animation, its just guna take along time lol n lots of work ;)




ColdDarkParanoia

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#6 11 years ago

Great news! :D I was looking through all the sods again when i noticed that the idea i had had with regards to putting a nebula in a sod and have it animated was in fact already in use by the Borg adv. yard. However, as i have experienced before it was not just a simple case of putting a nebula into the sod file. I'v been digging through the odfs, (for things like the moon glows which expand and shrink) and the nebular odf, and yes they are class labels.. yet the Byard2 was different, the nebula was not controlled by the case label on this model...I started to wonder if it was possible that originally they had animated the joins... so i created a cloud spirit effect and added a joint in 3ds max, which i then moved around taking setting animation keys on. once loaded into storm and the game it worked! i simply added the “animating 2” command to the odf file and Walla! it works the model is constantly animates! :D :D :D :D

im very happy as you can tell lol, its just a very fiddly way that you have to go about it, but it does mean that i have more control over the clouds..they don't just need to rotate in one direction but can swirl and rotated any where and way i want, creating a very really, atmosphere effect :) WE beat the class label hard code again! (score another one up for the modders!)




kel333

IWL: Klingon Defense Force

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#7 11 years ago

Congratulations! I can't wait to see what it looks like (an' how it's done). Yep, another victory for the modders, courtesy of CDP. :D