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Textures

by [Enzo]Louis on 06/01/2009 00:00, 16 messages, last message: 06/10/2009 22:55, 2304 views, last view: 05/02/2024 01:55

How does one make textures move?

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#1: ..

by WakeField on 06/01/2009 00:27

you really should have posted in the general thread, but they arn't actually moving at all. its just a bunch of changing textures set to a designated cube. I actually don't know how to do this, but just ask around in the GENERAL THREAD (!) to see if someone can tell you how to code it.

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#2: ..

by Megagun_ on 06/01/2009 00:54

texscroll
http://sauerbraten.org/docs/editref.html#texscroll

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#3: ..

by [Enzo]Louis on 06/01/2009 02:41

Sorry I'll post it on the GENERAL THREAD next time. But thanks for the help.

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#4: Re: ..

by Fischkopf on 06/07/2009 14:42, refers to #2

How does texscroll work? type /texscroll and 2 numbers and the the texture moves? doesn't work for me :(

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#5: Re: ..

by Megagun_ on 06/07/2009 16:20, refers to #4

It works on the last texture slot, not on the texture that is on the cube you currently have selected.

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#6: Re: texscroll

by MeatROme on 06/07/2009 16:22, refers to #4

this is a command you use in your CFG .. not on-the-fly!

Example:

texture 0 egyptsoc/wood17.jpg
texscroll 3 0

HTH

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#7: Re: texscroll

by |ice|sub-zero|L on 06/08/2009 04:54, refers to #6

unless of coure you want two diffrent texture to move at the same time, then it should look like this:
texture 0 sub/a.png
texture g sub/b.png
texscroll 1 0
(or jpg if that is the file type)
its just that simple, but it also works like so:
texture 0 sub/a.png
texture g sub/a.png
texscroll 1 0
(note: its texture 0, then texture g)

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#8: Re: texscroll

by Hirato Kirata on 06/08/2009 08:04, refers to #7

or if you want to let two textures scroll over the exact same area, as an example (don't forget to apply the blendmaps)

texture 0 aard/boxtex/sketch128.png
texscroll 1 0

texture 0 aard/boxtex/sketch128.png
tesscroll 0 1
texlayer -1

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#9: ..

by Fischkopf on 06/08/2009 20:43

Only on the cfg??? :(

there should be a ingame texture scroll feature.

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#10: Re: ..

by |ice|sub-zero|L on 06/09/2009 00:32, refers to #9

it is in-game. by CFG i mean the "console". you start with the "main GUI" just click the "edit" GUI butten, then go to tab "CFG" then type it. it is in-game.

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#11: ..

by WakeField on 06/09/2009 03:28

he means just as a simple command that you can use, as MeatROme said "on-the-fly", rather than having to go to the cfg to use texscroll.

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#12: ..

by Fischkopf on 06/09/2009 06:42

yeah, like a key you that must hold and with the mouse you can move the texture!

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#13: Re: ..

by SephoD on 06/09/2009 11:12, refers to #12

I don't know if it is possible, but autogenerated cfg's is something I would love to see in a future release. It would be cool if there was a gui where you could select texturesets to display in editmode and also choose skybox, fog etc.

Then you make your map, texture it the way you want, add scroll to textures, scale and shift them. Then, as you save, the engine writes all the attributes to the cfg. Next time you want to edit the map, the cfg has been loaded, so there is no real need for updating it, when you save again, it will just override the whole thing. Then, if there is some part that you want to program in there permanently, you would do so in the ingame editor, and the engine would write that to the cfg as well...

Just a thought...

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#14: Re: ..

by Quin on 06/09/2009 12:17, refers to #13

Variables designated as being map-specific are already saved in OGZ as of Trooper Edition (fog, etc).

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#15: Re: ..

by |ice|sub-zero|L on 06/09/2009 14:59, refers to #13

last time i check you could go to your CFG (when you are making a map) type the amount of fog you want in or out of there, choose your skyboxes by typing something like: loadsky staffy/staffy spinsky such as: spinsky 10 and then just exec it then click exec on it, it'll save unless of course you add something else and then re-save without having the stuff that you had re-loaded in there. sephod, most of this stuff that you are talking about, such as picking out your skytextures on a skytexture GUI, first off, you can do that yourself as a mod file and upload it to quadropolis.us, and second I think its rather pointless to do that unless you really don't like looking at your files inside the "sauerbraten/packages" folder. But for the mod file, you'll need a CFG file that executes commands that give you a GUI then have inside the new GUI you have the skytextures added.

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#16: Re: ..

by |ice|sub-zero|L on 06/10/2009 22:55, refers to #11

i am quite sure you can type /bind o [texture 0 sub/a.png;texture g sub/a.png;texscroll 1 0]
then all you have to do is press O. there is also some scripting that gives you the texture GUI (F2), all you have to do is copy that and script it a bit then submit it as a mod on quadropolis.us.

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