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.
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SweetRamona
SweetRamona - - 5,114 comments

OMG this is amazing! 😺

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Guest
Guest - - 691,169 comments

Nice!

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Guest
Guest - - 691,169 comments

This is looking great.

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Baker55 Author
Baker55 - - 250 comments

Thanks for the kind words, guys! Appreciated.

Reply Good karma+1 vote
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