Animated textures discussion

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fo0k
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Re: Animated textures discussion

Post by fo0k »

cool, looks sweet.. lights help so much like this 8-)
add an invisible layer round the bouy on the water.. heheh, could be nice extra touch

So it did occcur to me that switching like this would mean the model can only have a single uvmapped texture though? 1 matid basically?

in fact how does the shader file work then? given the lightmap does not usually have one.
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Apache Thunder
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Re: Animated textures discussion

Post by Apache Thunder »

The RS shader would only be applied to the BIK video in this case as shader settings for the map side lightmaps are hardcoded.
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fo0k
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Re: Animated textures discussion

Post by fo0k »

ok gotcha.

well surely hacking the exe to make lightmaps use another path would be on the simpler side of things? hmm
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Apache Thunder
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Re: Animated textures discussion

Post by Apache Thunder »

If exe hacking is done, it may be easier to fix the cause of the BIKs not playing when packed in RFAs. At some point in BF42's past BIKs still worked within RFAs. As I recall testing them in the singleplayer demo. I'm not sure at what point they stopped working. Comparing things in the exe with what it was in an older version may bring the solution to whomever undertakes this. ;)
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Swaffy
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Re: Animated textures discussion

Post by Swaffy »

If I remember, executable files are in Binary coding. It would have to be changed from machine language to high-level language.
There is no possible way [for us] to edit the executable without having some kind of source code or a special DICE-made program.

I read that there's a program out there that can turn an exe into readable/editable code, but costs a little over $1,000. Sounds like a scam to me.


As I see it, DICE is too caught up in their brilliant new creation [BF3] to care about those who still play and mod BF1942.
Someone would have to create a new executable from scratch to be able to get us what we want.

That's my persoective on this matter.
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fo0k
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Re: Animated textures discussion

Post by fo0k »

I made some pretty awesome rain for Berlin using more biks for the rain and splashes..

Got some chunky rotators pouring it all down :P

http://youtu.be/6TouasBTpQM?hd=1
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Post by freddy »

all this new graphic stuff looks very impressing to me. i would love to see atleast some of the most popular bf42 maps redone with all the new graphics things thats been discovered here, like the ligthstuff and whatnot.

for a bf42 ten year Anniversary ;)
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Apache Thunder
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Re: Animated textures discussion

Post by Apache Thunder »

Hey if you want I can do a redo of the lightmaps of my night conversion of Berlin and let you use that. ;)

It would make things look even better!

Also think about having the rain come down at a slight angle. Straight down doesn't happen to often in nature. Wind and other things makes it goes at an angle. ;)

Let me guess...the rain splash animation was animated into the detail texture for the terrain? :D

If you really want to crazy with this, you could set up vehicles to use an animated lightmap file layout, but instead of a lightmap have the rain splash animation on it. Limit it only to faces that would be exposed to rain. I bet you it would make things look even cooler! :D

PM the files to your map and I will do a redux of my lightmapping complet with sprites on indoor areas with ceiling lights. :D
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fo0k
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Re: Animated textures discussion

Post by fo0k »

so many possibilities.. lol!

So, whilst preparing Berlin it occurred to me that it would be great to have complete max files for the for all original maps

So is your Berlin totally standard? I thought I might as well render lightmaps for all the sandbags, barrels, fences etc too. Even on the brink of including bump maps.

Care to share the scene? :P (Actually.. or do you have a decent max file with all objects now I guess? I got one from the FH modding tools kit but it seems the lmchannels are fookt.. :/)

I realise it’s a lot of work but can now see that we are probably going to do these maps gradually anyway so would be great to start a resource. also, I should take a look at your conversion.. not tried it. interior lights sounds good.
I am trying so many different lighting options etc. and have some thoughts on the animated swinging light too but just using bik.

Yes, just animated the detail map.. There are a lot of options there too. I did some low poly grass tufts and rendered shadows to the detail map.. can then lay the grass models over the map and the high res shadows bring it to life.

Vehicles would be great to add to this.. rain down the sides of walls..


Perhaps we can just tune up Berlin until it's the real BF HD mod? :) No rush though heheh
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fo0k
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Re: Animated textures discussion

Post by fo0k »

also.. I'm still a bit confused about bik transparency and fog.. so the bik i sent you where I managed to give it an alpha layer.. this seemed to not have the same fog issue in game? So even though we cant seem to use the alpha layer easily it has this effect on the fog..?
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