How to create animated maps Cpt?
Well.. here it goes the step by step.
First just some definitions: I got very deep studying the netimmerse format when creating the nebula bridge and i found some nice features it allow us. The most usefull in BC are the animated maps and masked transparency maps (this one i'll explain in other thread), both then used in our borg sphere that should be release just now.
The netimmerse format doesn't support animations in materials using timeline and keyframe. And I'm not sure if it'll support any model animations based in keyframe.. so that's bad to people who want to try moving objects.
To create the animated maps you need to use the 3ds max flip controler file.. .IFL.. but what's that? the .ifl file is not anything more than a .txt file (with .ifl extension) with the names of 2 or more image files.
like this one:
test1.tga
test2.tga
how to create it:
There are two ways. I'll try to explain both.
* USING SEQUENCED FILES
1 - Create a series of maps in any graphic program. it's names must be the same with a number at end.. (test1.tga, test2.tga, test3.tga)
IMPORTANT: You cannot add _glow/_specular behind the number.. it must be the last char. The effects of that will be said later.
2 - Open your max, the material editor, and pick one material.
3 - Get on the map slot you want to use: diffuse, self ilumination, opacity, etc.
4 - Click on it and choose bitmap from the map listings.
5 - the brwose file dialog box will open. click on the first image of your sequence.
6 - notice that the small "checkbox" SEQUENCE will become available. mark it (this will automatically create an .ifl file for your sequence).
7- Click on. The ifl properties dialog will appear. Don't touch anything there or you'll get undesired effects.
8 - Now you already have the animated map.. just need to tune the timing. go up to the material "root" (where the map slots are show). Behind it there's another section called "TIME"
9 - Expand it and you'll find the playback options. the time is by the following form: frames by each image = 1/time.
this means: if the time is set to 1, the image will be changed at every frame.. that's really bad as it's too much fast and doesn't work right.
if the time is set to 0.5, the image will change at 2 frames. for 0.1 at 10 frames and so on.
10 - besides it there's a option of how to playback.
loop
ping and pong
play and stop.
That's it.
*USING THE .ifl FILE
1 - Create the animated maps exactly as said before.
2 - Open the notepad and write a sequence with your graphic files
ex:
test1.tga
test2.tga
testusual.tga
notest.tga
3 - save it with a name you desire with the .ifl extension.
4 - Get on the map slot you want to use: diffuse, self ilumination, opacity, etc.
5 - Click on it and choose bitmap from the map listings.
6 - Now pick your ifl file. The ifl properties dialog will not open (it may open depending of your max config).
7 - follow the 8 to 10 steps from the other tutorial.
CONSIDERATIONS
1 - As when you compile the nif netimmerse will create new named maps _glow/_specular will not work without finding some tricks.
2 - I just can animate the diffuse or the glow using alphas not both simultaneously in one map. Don't know why.
3 - Each file sequence must be just in one object.. if you use this material to more than one object it'll animated just the first object not the others.. so, you may need to attach all your objects in one. Don't know why too.
4 - The map may not show correct working damage textures. so, i suggest not use big animated maps for all the ship.. just use it on small parts.
some things are still a bit unclear about this animations, and it uses lots of video cars processing so, use this wisely. or you ship may turn unplayable.
I hope this help you people
Any doubt contact me
chisholm@terra.com.brCpt
Originally Posted at BCU by LC Amaral / Legacy