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Default animated textures - 07-24-2005, 10:33 AM

these are pretty simple to set up in allied assault but i've noticed there seems to be a limit to the ammount of images you can use before it loops back to the begining. i have one animated texture that works fine in my philly map ( the blinking eagles sign along the eagles nest bar) but that was under 20 images. originally it was to be a different animation and was up to over 40 or so images and i just tested another animated texture that was 89 images and both went so far in the animation and then looped back to the begining without completing the cycle.

i pulled open CN_Final to get Cobra's script and folders . his anim folder contains 110 and the matrix jump texture ( in megapole) works fine.

is there a set number of images you can use or is there somewhere in the code that has to be changed ? (it's not the number after animMap, that just controls speed )

[quote:e50f3]//script by PKM
textures/a_stfu/pkmhead
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
animMap 09 textures/stfu/a1.jpg textures/stfu/a2.jpg textures/stfu/a3.jpg textures/stfu/a4.jpg textures/stfu/a5.jpg textures/stfu/a6.jpg textures/stfu/a7.jpg textures/stfu/a8.jpg textures/stfu/b9.jpg textures/stfu/b1.jpg textures/stfu/b2.jpg textures/stfu/b3.jpg textures/stfu/b4.jpg textures/stfu/b5.jpg textures/stfu/b6.jpg textures/stfu/b7.jpg textures/stfu/b8.jpg textures/stfu/b9.jpg textures/stfu/c1.jpg textures/stfu/c2.jpg textures/stfu/c3.jpg textures/stfu/c4.jpg textures/stfu/c5.jpg textures/stfu/c6.jpg textures/stfu/c7.jpg textures/stfu/c8.jpg textures/stfu/c9.jpg textures/stfu/d1.jpg textures/stfu/d2.jpg textures/stfu/d3.jpg textures/stfu/d4.jpg textures/stfu/d5.jpg textures/stfu/d6.jpg textures/stfu/d7.jpg textures/stfu/d8.jpg textures/stfu/d9.jpg textures/stfu/e1.jpg textures/stfu/e2.jpg textures/stfu/e3.jpg textures/stfu/e4.jpg textures/stfu/e5.jpg textures/stfu/e6.jpg textures/stfu/e7.jpg textures/stfu/e8.jpg textures/stfu/e9.jpg textures/stfu/f1.jpg textures/stfu/f2.jpg textures/stfu/f3.jpg textures/stfu/f4.jpg textures/stfu/f5.jpg textures/stfu/f6.jpg textures/stfu/f7.jpg textures/stfu/f8.jpg textures/stfu/f9.jpg textures/stfu/g1.jpg textures/stfu/g2.jpg textures/stfu/g3.jpg textures/stfu/g4.jpg textures/stfu/g5.jpg textures/stfu/g6.jpg textures/stfu/g7.jpg textures/stfu/g8.jpg textures/stfu/g9.jpg textures/stfu/h1.jpg textures/stfu/h2.jpg textures/stfu/h3.jpg textures/stfu/h4.jpg textures/stfu/h5.jpg textures/stfu/h6.jpg textures/stfu/h7.jpg textures/stfu/h8.jpg textures/stfu/h9.jpg textures/stfu/i1.jpg textures/stfu/i2.jpg textures/stfu/i3.jpg textures/stfu/i4.jpg textures/stfu/i5.jpg textures/stfu/i6.jpg textures/stfu/i7.jpg textures/stfu/i8.jpg textures/stfu/i9.jpg textures/stfu/j1.jpg textures/stfu/j2.jpg textures/stfu/j3.jpg textures/stfu/j4.jpg textures/stfu/j5.jpg textures/stfu/j6.jpg textures/stfu/j7.jpg
rgbgen global
//alphagen global
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}[/quote:e50f3]
  
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Default 07-24-2005, 11:45 AM

Might wanna try asking stuff like this at .Map, or TMT.
  
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Default 07-24-2005, 03:00 PM

it's on TMT, they're holding onto the only 8 theory.
  
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Default 08-02-2005, 07:01 PM

There is something about this in the q3 shader manual i think.
Wow its been a while since i modded anything!
  
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