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Animating a xhair
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nsscorpion is Offline
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Posts: 183
Join Date: May 2003
   
Default Animating a xhair - 07-21-2003, 10:24 AM

ok 1st of i learnt to use the animate in shader by lookin at q3 shader manual and buy lookin at a few animated scope shaders

here is a link to shader manual
http://www.heppler.com/shader/

I have cut and pasted the animation part here (Idont know exactly what you need to do so...)

AnimMap <frequency> <texture1> ... <texture8>
The surfaces in the game can be animated by displaying a sequence of 1 to 8 frames (separate texture maps). These animations are affected by other keyword effects in the same and later shader stages.

<Frequency>: the number of times that the animation cycle will repeat within a one second time period. The larger the value, the more repeats within a second. Animations that should last for more than a second need to be expressed as decimal values.

<texture1> ... <texture8>: the texturepath/texture name for each animation frame must be explicitly listed. Up to eight frames (eight separate .tga files) can be used to make an animated sequence. Each frame is displayed for an equal subdivision of the frequency value.

Example: AnimMap 0.25 animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga would be a 4 frame animated sequence, calling each frame in sequence over a cycle length of 4 seconds. Each frame would be displayed for 1 seconds before the next one is displayed. The cycle repeats after the last frame in sequence is shown.


Hope this helps

regards scorpion
  
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