This is dedicated to documentation of the Quake3_Quake1 mod which makes DarkPlaces/Zircon engine capabilities available for Quake 1 single player/coop mapping using the Quake 3 map format. Documentation will be here as an ongoing process.

Post tutorial Report RSS Animated and Scrolling Textures (animap, tcmod scroll)

This is an examination of how animated and scrolling textures work in Quake3_Quake1, which targets primarily the Quake 3 map format for use with DarkPlaces or Zircon.

Posted by on - Basic Mapping/Technical

pawned2


Pictured: "textures/zfx_animated/pawneys_scroll" // this is a shader

Scrolling Textures (tcMod)

Examining a scrolling texture, we open the text file "scripts/dfx_zanimated.shader".

It uses the texture "textures/azirc0/pawneys_logo.tga" and draws using a scroll effect on the X-Axis.

textures/zfx_animated/pawneys_scroll
{
 {
	map textures/azirc0/pawneys_logo.tga
	tcMod scroll 0.1 0 // [x scroll rate] [y scroll rate]
 }
}

zzwater


Pictured: "textures/liquids/waterfall_solarium_flow_alpha_70" // this is a shader

Flowing Water (tcMod)

Likewise flowing water employs the exact same technique in the file "scripts/dfx_liquids.shader".

textures/liquids/waterfall_solarium_flow_alpha_70
{
	qer_editorimage textures/zz_liquids/waterfall_solarium_flow_qer.tga
	qer_trans 30
	surfaceparm water
	surfaceparm noimpact
	surfaceparm trans
	cull disable

	{
		map textures/zz_liquids/waterfall_alpha_70.tga
		tcMod scroll 0 -2 // [x scroll] [y scroll]
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen vertex		
	}
}

heal9


Animated Texture Sequences (animap)

Animated textures are a sequence of textures specified in a shader with the cycle time specified in number of times the animation will repeat in 1 second.

  • For a slow animation you wish to take 10 seconds, a value of 1/10 or 0.1 would be specified.
  • For a fast animation that repeats twice a second, a value of 2 would be used.

Here is the animation for the top of the health box.

textures/zfx_animated/classic_health_box_25_top_sh
{
	qer_editorimage models/q_items/classic_health_25_top_frame_0
	surfaceparm nolightmap
	{
		animmap 2.5 models/q_items/classic_health_25_top_frame_0 models/q_items/classic_health_25_top_frame_1 models/q_items/classic_health_25_top_frame_2 models/q_items/classic_health_25_top_frame_3 
	}
}

Here is the animation for the side of the health box.

textures/zfx_animated/classic_health_box_25_side_sh
{
	qer_editorimage models/q_items/classic_health_25_side_frame_0
	surfaceparm nolightmap
	{
		// animmap <The number of times that the animation cycle will repeat within a one second time period>
		// 10 fps .. means 5 cycles of 2 per second
		animmap 5 models/q_items/classic_health_25_side_frame_0 models/q_items/classic_health_25_side_frame_1
	}
}

Notes:

  • The healthboxes in Quake3_Quake1 are .md3 models. This allows more precise positioning/scale and more orientation possibilities -- compared to the Quake 1 brush models which are placed by the top left corner.
Post comment Comments
SweetRamona
SweetRamona - - 5,114 comments

OMG this is amazing! 😺

Reply Good karma Bad karma+2 votes
Guest
Guest - - 690,445 comments

Nice!

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,445 comments

This is looking great.

Reply Good karma Bad karma+1 vote
Baker55 Author
Baker55 - - 250 comments

Thanks for the kind words, guys! Appreciated.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: