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 PostPosted: 26 Aug, 2007 
 
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Well, hi there
I am having a lil problem with those chain animations of the fatboy
i copied this cain to my new texture, but ingame nothing happens...
Is there something in the script or what is it? Please tell me.
Thanks!


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 PostPosted: 26 Aug, 2007 
 
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by chain i assume you mean the tank tracks

from the fatboys blueprint:
Code:
        Mesh = {
            IconFadeInZoom = 130,
            LODs = {
                {
                    LODCutoff = 200,
                    Scrolling = true,
                    ShaderName = 'Unit',
                },
                {
                    AlbedoName = 'uel0401_lod1_albedo.dds',
                    LODCutoff = 600,
                    ShaderName = 'Unit',
                    SpecularName = 'uel0401_lod1_specteam.dds',
                },
            },
        },

see where it says scrolling=true make sure this is set in your units blueprint file

next is to make sure the tracks on your texture are in the right place

the shader defines two area for the scrolling textures, one for the right set of tracks and one for the left

when the vertical(Y) uv coordinate is higher than 0.95 (95%) it will scroll in one direction, and when its higher than 0.9 (90%) it will scroll in the other
(see mesh.fx for more info)

Image
assume this is your texture

its 256 pixels in height, 5% pixels from the bottom is for the left track scrolling, and between 5 and 10% from the bottom is for the right track scrolling

256*0.05 (5%) = 12.8 (call it 13) pixels, this is the blue area
256*0.10 (10%) = 25.6 (call it 26) pixels, this is the red area

put your tank track textures on these parts of the textures for them to scroll

urgh, i probably didnt explain this as best as i could have ;) its late, but i hope it helps


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 PostPosted: 26 Aug, 2007 
 
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That is neat, I never knew that.

Mike

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 PostPosted: 29 Aug, 2007 
 

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oh. If i ha dknown this earlier. Is it possible to change the UVmap without making it completely new? I have textures at the bottom and can not put other textures over them without destroying the object.

edit: another question: How can i get the UV map coordinates back (in 3ds max), so that i can edit the UV map. The ojects are all seperated and the UV map modifier seems lost.

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 PostPosted: 29 Aug, 2007 
 
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add a uvw unwrap modifier to the list, it shouldnt interrupt your existing uvmaps but will allow you to edit them


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 PostPosted: 29 Aug, 2007 
 

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hm when i add an uvmap to all objects (i selected all objects), the "edit" button to go to the "edit uvw" map window is grey and not clickable. So how can i change the uv map then?

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 PostPosted: 29 Aug, 2007 
 
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i dunno i get the same thing i always unwrap when my models are merged though

add the uvw unwrap to each object seperately and edit them all seperately

(unless you fancy merging and unmerging your objects, which is what i do..but thats just the way i do things)


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 PostPosted: 29 Aug, 2007 
 

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oh sorry, forgot to say that i solved it already with another method. Thank you for your help!
It turns its tracks perfect now :D

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 PostPosted: 11 Sep, 2007 
 

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I've been playing around with a basic model to get to grips with the texturing of the units and I just can't seem to make the tracks animate correctly. My textures are in the right place and they do animate. When the unit turns however it seems that the track animation doesn't turn giving the texture a twisted look. Am I missing something simple here?


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 PostPosted: 27 Sep, 2007 
 

Joined: 07 Aug, 2007
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I've the same thing. I think that happens when the UV coordinates are placed in overlapping areas of the texture (fixed, left moving and right moving areas). Cause shifting the UV coordinate of a working tank a little bit makes it behave that way.
The UV values of the track area of the original tank (the UEF Medium Tank) are:
area 1: vertical offset 0 to 12.54
area 2: vertical offset 13.0 to 25.38
They left a little space between the areas.
Note that the maximum value is 256 (the size of the texture).


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 PostPosted: 29 Sep, 2007 
 

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Ah, that makes sense. I've shifted my UV co-ords a little and it works fine now! Thanks Geoman!


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 PostPosted: 29 Jun, 2008 
 

Joined: 23 Jun, 2008
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I don't get it

*Where* can I change the area/coordinates for the scrolling texture?

The pic you linked doesn't work anymore ;(


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 PostPosted: 29 Jun, 2008 
 
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I guess its a shader.


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 PostPosted: 29 Jun, 2008 
 

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Yes, but...

Quote:
the shader defines two area for the scrolling textures, one for the right set of tracks and one for the left


Where is the shader? Is it ShaderName = 'Unit', ?

Where can i find/change it so that my scrolling texture works?


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 PostPosted: 29 Jun, 2008 
 

Joined: 27 Jul, 2007
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To answer all your questions:

1) tank treads are NOT ANIMATED
2) yes, it is done via a shader called "unit"
3) remember- you need to add this to the "display section" (as copied from the fatboy)

Code:
ScrollTreads = true,



like this:


Code:
                Treads = {
                    ScrollTreads = true,
                    TreadMarks = {
                        {
                            TreadMarks = 'tank_treads06_albedo',
                            TreadMarksInterval = 0.6,
                            TreadMarksSizeX = 5,
                            TreadMarksSizeZ = 5.5,
                            TreadOffset = {
                                0,
                                0,
                                -1.5,
                            },
                        },
                        {
                            TreadMarks = 'tank_treads06_albedo',
                            TreadMarksInterval = 0.6,
                            TreadMarksSizeX = 5.5,
                            TreadMarksSizeZ = 5.5,
                            TreadOffset = {
                                0,
                                0,
                                -5.5,
                            },
                        },
                    },
                },

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