Stephen Hopkins Posted September 26, 2015 Share Posted September 26, 2015 *****Not mine saved from the old site.***** Admins edit as necessary. No clue who wrote this.... found this with the other "notes" Step 1:Create different textures of the same idea, except slightly change them (ex. Create a banner with logos, and without to create a blinking effect as seen below)*Banner with Logos****Plain Banner no logos**Step 2:Texture the spot you want to be animated in blender, use the first animated texture (for example, mine would be the banner with the monster jam logos)Step 3:Export your track, and open the material file in notepadStep 4:In the material file, the section with your animated texture should look like thismaterial (nameoftexture).jpg{ receive_shadows off technique { pass { depth_write on cull_hardware none cull_software none scene_blend alpha_blend alpha_rejection greater_equal 160 texture_unit { anim_texture (texture1).jpg (texture2).jpg (texture3).jpg 15.0 rotate_anim 0.0 tex_address_mode clamp } } }}Replace the (texture1,2,3 ect) with your textures names, and replace the jpg with the ending of your texture (ex. png, bmp, ect)The number at the end of the textures, in this case 15, is the number of seconds the texture will last for, before changing to the next one in line (ex. texture1 will stay for 15 seconds before going to texture 2)If you have done that all correctly, you should see your texture change ingame, giving it an animated type look.I will include a notepad file of the material file code, just edit it, and paste it into the correct spot in your material file!I hope this helps! Link to comment Share on other sites More sharing options...
AaronLurie Posted September 29, 2015 Share Posted September 29, 2015 I think this is mine, but even if it isn'tCorrectionThe 15.0 at the end is the number of seconds the rotation of all the textures lasts, not how long each individual texture lasts.That is all. Link to comment Share on other sites More sharing options...
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