Author Topic: Animated textures in nifskope  (Read 2600 times)

Offline Phoenix Bondi

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Animated textures in nifskope
« on: September 07, 2011, 06:23:32 AM »
Hey guys i've got my bussards set up in IFL file with a list of the TGA files in it - I.E
bussard1.tga
bussard2.tga
etc, etc, etc,

now obviously that works fine in max with NO problem, now will this also work for bc? is this how we do animated textures? if so do i just export the model as normal with the .IFL on the bussards, BUT then where do i put the textures for the animated bussards? would i just put the ifl file along with all the TGA files in my shared texture folder so it would be easily accsessable for all my ships or what?

thanks for the help guys!  

Offline Jb06

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Re: Anitmate Bussards
« Reply #1 on: September 07, 2011, 06:37:26 AM »
I think that's the way phoneix ;)

Offline baz1701

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Re: Anitmate Bussards
« Reply #2 on: September 07, 2011, 06:53:34 AM »
Ok yes you only need to export from max 3 the IFL file assigned to the bussard.

Now this will not glow. so you will have to make a slight mod to the model.

This is the method Genty taught me and I've used on both versions of me TOS Conine but also the last JJprise pack I did.

You need a dome under your main bussard dome and apply the bussard_glow texture (also in the case of the jjprise this is the texture you swap during warp warm up script) the you apply your bussard ifl sequence to the outer dome in both the diffused and opacity matirial slots. You may have to play with the opacity value to find a good balance. Export this via max 3 and bobs your uncle glowing animated bussards.

Attached basic diagram or import my latest TOS connie in to max to take a look.
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Offline Phoenix Bondi

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Re: Anitmate Bussards
« Reply #3 on: September 07, 2011, 08:06:10 AM »
so for me i would need 3 then as the top one is a transparent layer so it looks like a glass dome - then the IFL layer then the GLOW layer under that? max2009 Nif exporter (newest one) says u can export animations too - will that not work, coz the max 3 i have dosnt seem to work :(

Offline baz1701

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Re: Anitmate Bussards
« Reply #4 on: September 07, 2011, 08:19:00 AM »
I'm afraid max 9 export does not support BC animations.
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Offline CyAn1d3

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Re: Anitmate Bussards
« Reply #5 on: September 07, 2011, 12:19:30 PM »
I'm afraid max 9 export does not support BC animations.

wich is why i never took the time to try to learn this BECAUSE of that fact. i too have max9, hence why none of my ships HAVE animated maps like i wanted nor have i attempted at doing bridges.....

on the flipside, you can find SOMEONE who DOES have 3 and kindly ask them if they would be willing to do them for you.
*cough* Baz  :angel
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Offline Phoenix Bondi

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Re: Anitmate Bussards
« Reply #6 on: September 07, 2011, 01:06:51 PM »
Bazz??  :bow:

Offline MarkyD

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Re: Anitmate Bussards
« Reply #7 on: September 07, 2011, 02:18:12 PM »
What you really need is someone to write a new exporter, sheesh, but BC is now considered old hat so that will never happen. In that situation you will definately need a good copy of Max 3.2..  :roll

Its a tricky one to get a hold of, you wont find it as a torrent or online anywhere and its certainly not supported by Autodesk, mabey there is another method of animating bussards??

Anyway Phoenix send me a PM mate, as I have that mesh thing you were after!!  :angel

Offline flarespire

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Re: Anitmate Bussards
« Reply #8 on: September 07, 2011, 02:50:34 PM »
the only way we would be able to get it is if this site had its own multiuser lisence and we all had a way to get a copy, but thats not gonna happen, even though its was owned by Kinetix (dead company now) and 4 and up were made by autodesk which dont have the rights to 3.2 and below because 4 and up were built from the base code but runs entirely different because one of the kinetix project managers works for Autodesk now and he took the code to em.(did some research there, sorry if its a bit rambally)

oh BTW dont shoot the clever cloggs *runs to panic room, locks, seals and welds the door shut with a phaser*  :(

Offline Phoenix Bondi

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Re: Anitmate Bussards
« Reply #9 on: September 07, 2011, 03:45:22 PM »
the only way we would be able to get it is if this site had its own multiuser lisence and we all had a way to get a copy, but thats not gonna happen, even though its was owned by Kinetix (dead company now) and 4 and up were made by autodesk which dont have the rights to 3.2 and below because 4 and up were built from the base code but runs entirely different because one of the kinetix project managers works for Autodesk now and he took the code to em.(did some research there, sorry if its a bit rambally)

oh BTW dont shoot the clever cloggs *runs to panic room, locks, seals and welds the door shut with a phaser*  :(


screw it - gas the room! and if we can't coz its sealed, he'll die of lack of oxygen with in 25 mins

lol

bk to topic, IF its that old and not aquirable any more - surely there is no legal ledgistation that would prevent us sharing it - :dontcare:

Offline flarespire

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Re: Anitmate Bussards
« Reply #10 on: September 07, 2011, 04:47:43 PM »
yeah, i think the law is if its over 10 years of age it is automaticaly classed as freeware, unless the company that owned that specific company says otherwise, and since they havent because they dont exist anymore, i think its legal to share it around, but this is only one of those "i think" situations.

Offline JimmyB76

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Re: Anitmate Bussards
« Reply #11 on: September 07, 2011, 04:52:06 PM »
yeah, i think the law is if its over 10 years of age it is automaticaly classed as freeware, unless the company that owned that specific company says otherwise, and since they havent because they dont exist anymore, i think its legal to share it around, but this is only one of those "i think" situations.
thats not true at all... 

and be careful guys, this is starting to tread too closely for what discussion is allowed on the forums and what is against forum rules...

in either event, thats a subject for a different thread - this thread is about animating bussards (which i think has been answered)...

Offline Phoenix Bondi

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Re: Anitmate Bussards
« Reply #12 on: September 08, 2011, 06:09:54 AM »
i just want to say that i have aquired max 3 and 3.11 or 3.1 wat ever it was - and for some reason my win 7 64bit quad core dont like it :( i just can't open it at all - is there some very nice person out there who will do the animated bussards for me?

Offline baz1701

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Re: Anitmate Bussards
« Reply #13 on: September 08, 2011, 06:18:22 AM »
I will help but not sure when I can get to it as we are gearing up for a move.

BTW how many ship are we talking about here?
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Offline Phoenix Bondi

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Re: Mutliple Regestrys
« Reply #14 on: September 09, 2011, 04:13:11 AM »
ok so another question, i know BC dont use logo mesh's like legacy so how do u have Muliple reg's? i mean WHEN FINISHED i want them in like sub menu folders so u can have

Constitution -
                  - Enterprise
                  - Hood
                  - constitution

etc etc etc lol

do i need 1 nif PER ship? and if so each texture of course would be a sub name would it be easier to put each reg in a folder so for example

data/ships/constitution/high/*enterprise* for example?

sorry for all the silly questions

Oh and another one actually quickly

Transparency's - i intend to have a transparent dome over my bussard no i just used a BLANK max meterial with opacity set to 25 but i dont know if this is right as it dont look right in nifskope or what ever its called - can bc even do this or do i need to delete the domes??

Offline Adonis

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Re: Mutliple Regestrys
« Reply #15 on: September 09, 2011, 08:46:30 AM »
ok so another question, i know BC dont use logo mesh's like legacy so how do u have Muliple reg's? i mean WHEN FINISHED i want them in like sub menu folders so u can have

Constitution -
                  - Enterprise
                  - Hood
                  - constitution

etc etc etc lol

do i need 1 nif PER ship? and if so each texture of course would be a sub name would it be easier to put each reg in a folder so for example

data/ships/constitution/high/*enterprise* for example?

sorry for all the silly questions

Oh and another one actually quickly

Transparency's - i intend to have a transparent dome over my bussard no i just used a BLANK max meterial with opacity set to 25 but i dont know if this is right as it dont look right in nifskope or what ever its called - can bc even do this or do i need to delete the domes??

Get yourself on MSN or Skype, I'll explain both.
Easy is the path to wisdom for those not blinded by themselves.


Offline CyAn1d3

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Re: Mutliple Regestrys & Transparencys
« Reply #16 on: September 09, 2011, 02:12:27 PM »
its really not that complicated TBH. it just seems that way  ;)
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Offline eclipse74569

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Re: Mutliple Regestrys
« Reply #17 on: September 09, 2011, 03:13:26 PM »
This is all depending on if you have one registry texture, you can use one model, but I would suggest Mleo's Skinning and Damaging tool for multiple registries.  And as well Submenu mod by the same Modder.  He gives instructions in the Readme on how to impliment them into the game!
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Offline CyAn1d3

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Re: Mutliple Regestrys & Transparencys
« Reply #18 on: September 09, 2011, 03:46:46 PM »
that would be how i did the MKII sovvy, i broke off the peice that held the regestry and put it on the same map as the glows or whatever else i wanted changed between the ships. did the scripts and it was done
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Offline Phoenix Bondi

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Re: Animated textures in nifskope
« Reply #19 on: September 20, 2011, 07:41:29 AM »
ok still not having any luck with animations as max 3 wont work for me - can anyone tell me how to do it in nifskope??