Thursday, October 18, 2012

This video shows how to make an animated texture - similar to the one demonstrated in my lecture. This one is a shrinking crack. Ideally it would be a growing crack, I just didn't change the names of the textures around.

Alternatively, if you couldn't be bothered watching a 5 minute video, to achieve an animated texture do the following:

Create a series of CryTiffs with the same name with a number that increase by 1 ie Texture01, Texture02, Texture03

Have them all located in the same folder - ideally within Game>Textures

Copy one of these CryTiff and rename it something similar to this
Texture##01_03(0.5)
Where Texture is the common name you used
## is the number of digits ie a sequence to 100 would be 001, 002, ..., 099, 100 so would have 3 hashes
01_03 is the range of textures you want to sequence through in the animation
(0.5) is the amount of time in seconds you wish to stay on each texture during the animation

Assign the Texture##01_03(0.5) or similar as to the diffuse slot of the material within CryEngine

The video tutorial goes into more detail if in doubt. It also briefly covers how to create a material from scratch within CryEngine to assign to an object. Useful if you are still getting the Replace Me texture on imported objects - but it's much better to fix that problem within Max - use as a last resort

6 comments:

  1. just a reminder if you could look at the pulse thing(i think its called).
    (moving bits of the objects)

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  2. Hey Ricky, yeah sorry for the delay.
    I've looked at it and from my end it works as I thought it would in class.
    One thing that might be different for you is the pivot point. Try changing the x,y,z values in the 'point' input of the Action Impulse node. Whatever x,y,z value you choose will be where the action impulse originates from, so just drop a temporary entity right next to your building and use those coordinates for the origin of the impulse.
    I'm guessing that currently with you pivot point so far from the building geometry, the impulse is originating from the pivot, but not reaching the geometry.
    If that doesn't help it must be something to do with how the archetype entity is set up. I'll post some screen shots first thing tomorrow showing how mine is setup if that is the case.
    Cheers

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  3. Hey jules,

    i was testing the action pulse with the input key. and this is the result i got. www.youtube.com/watch?v=ovBe8n_mQCc
    is there a way where it breaks up the object for you instead of you shooting it and it moving as a whole single object?

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  4. Also forgot to mention. removing the "no surface material type".

    thanks

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  5. Hey Ricky,
    mine wasn't acting like that at all. The action impulse was breaking it up like you want. I'd post a video and the settings I'm using but it still might be difficult to figure out what the difference is. Perhaps you could send me your max file and i'll have a look?

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  6. http://www.mediafire.com/?nlggj55bd3dg4v8

    exwallE
    exwallR
    exwallT
    exwallW

    are the walls i test on

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