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]
}
}
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
}
}
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.
OMG this is amazing! 😺
Nice!
This is looking great.
Thanks for the kind words, guys! Appreciated.