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[B@D]Thug
Joined: 07 Oct 2005 Posts: 315
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Posted: Sun Mar 15, 2009 11:40 pm Post subject: How do i change... |
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When i am making a weapon.. i want it to change textures animationly. Like on Aura Weapons... some weapons change textures in a sequence and a fast speed. Is there anyone that can help me with this. Because i am actually coming out with a huge pack of items, weapons, and monsters for unreal. In other words, my own server. It might be 4 to 5 months or more befor EVERYTHING is done with. I have already completed some pretty neat weapons and items so far. I hope more will be in stock later. So i am just wondering about some basic crap to make the weapons look interesting. _________________ Improvements along the way friends and foes.
WebSite:www.freewebs.com/agressivetoys |
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srbassalot
Joined: 16 Sep 2004 Posts: 229 Location: Earth
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Posted: Mon Mar 16, 2009 12:31 pm Post subject: |
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" i want it to change textures animationly. Like on Aura Weapons... some weapons change textures in a sequence and a fast speed"
Are you referring to weapons like the aurastinger Thug?
I'm asking because I have created similar effects to that but want to be sure what your talking about...
If that's the case those are not really animated they are merely switched back and forth between different textures, here's how you use those>>
bRandomFrame=True
Texture=FireTexture'UnrealShare.WEffect1.WaterEffect1' "whatever Texture"
Mesh=LodMesh'UnrealShare.StingerPickup' "your mesh of course"
bMeshEnviroMap=True
MultiSkins(0)=FireTexture'UnrealShare.Whatever'
MultiSkins(1)=FireTexture'UnrealShare.Whatever'
MultiSkins(2)=FireTexture'UnrealShare.Whatever'
MultiSkins(3)=FireTexture'UnrealShare.Whatever'
MultiSkins(4)=FireTexture'UnrealShare.Whatever'
MultiSkins(5)=FireTexture'UnrealI.Whatever'
MultiSkins(6)=FireTexture'UnrealShare.Whatever'
MultiSkins(7)=FireTexture'UnrealI.Whatever'
Using the MultiSkins this way will change the texture back and forth depending on what skins you have in there..
Hope this helps>>>
Bass |
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mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
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Posted: Mon Mar 16, 2009 5:08 pm Post subject: |
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or try this:
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var float Count;
var() texture randskins[6]; //This is the ammount of diffferent skins afcaurse.
simulated function Tick(float DeltaTime)
{
Count += DeltaTime;
if (Count>0.2) //<-- This is the speed.
{
skin=randskins[rand(6)];
multiskins[0]=randskins[rand(6)];
multiskins[1]=randskins[rand(6)];
multiskins[2]=randskins[rand(6)];
multiskins[3]=randskins[rand(6)];
multiskins[4]=randskins[rand(6)];
multiskins[5]=randskins[rand(6)];
multiskins[6]=randskins[rand(6)];
multiskins[7]=randskins[rand(6)];
texture=randskins[rand(6)];
Count=0.0;
}
}
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And for Meshes:
Code: |
var() Mesh randMeshes[6]; //This is the ammount of diffferent meshes afcaurse.
simulated function Tick(float DeltaTime)
{
Count += DeltaTime;
if (Count>0.2) //<-- This is the speed
{
Mesh=randMeshes[rand(6)];
b = Spawn(class'MercFlare');
b.RemoteRole = ROLE_None;
Count=0.0;
}
}
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srbassalot
Joined: 16 Sep 2004 Posts: 229 Location: Earth
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Posted: Mon Mar 16, 2009 6:21 pm Post subject: |
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Damn good idea Mental but he needs to keep in mind it won't work if he's using tick elsewhere in the same script :-P
Cheers,
Bass |
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mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
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Posted: Mon Mar 16, 2009 11:24 pm Post subject: |
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You can mix it, or eventually put it in a Timer. _________________
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gizzy
Joined: 23 Apr 2006 Posts: 37
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Posted: Wed Apr 01, 2009 1:09 pm Post subject: |
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srbassalot wrote: |
bRandomFrame=True
Texture=FireTexture'UnrealShare.WEffect1.WaterEffect1' "whatever Texture"
Mesh=LodMesh'UnrealShare.StingerPickup' "your mesh of course"
bMeshEnviroMap=True
MultiSkins(0)=FireTexture'UnrealShare.Whatever'
MultiSkins(1)=FireTexture'UnrealShare.Whatever'
MultiSkins(2)=FireTexture'UnrealShare.Whatever'
MultiSkins(3)=FireTexture'UnrealShare.Whatever'
MultiSkins(4)=FireTexture'UnrealShare.Whatever'
MultiSkins(5)=FireTexture'UnrealI.Whatever'
MultiSkins(6)=FireTexture'UnrealShare.Whatever'
MultiSkins(7)=FireTexture'UnrealI.Whatever'
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This didn't work for me :/ I might try the code method Mental suggested instead |
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mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
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Posted: Wed Apr 01, 2009 11:06 pm Post subject: |
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gizzy wrote: | srbassalot wrote: |
bRandomFrame=True
Texture=FireTexture'UnrealShare.WEffect1.WaterEffect1' "whatever Texture"
Mesh=LodMesh'UnrealShare.StingerPickup' "your mesh of course"
bMeshEnviroMap=True
MultiSkins(0)=FireTexture'UnrealShare.Whatever'
MultiSkins(1)=FireTexture'UnrealShare.Whatever'
MultiSkins(2)=FireTexture'UnrealShare.Whatever'
MultiSkins(3)=FireTexture'UnrealShare.Whatever'
MultiSkins(4)=FireTexture'UnrealShare.Whatever'
MultiSkins(5)=FireTexture'UnrealI.Whatever'
MultiSkins(6)=FireTexture'UnrealShare.Whatever'
MultiSkins(7)=FireTexture'UnrealI.Whatever'
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This didn't work for me :/ I might try the code method Mental suggested instead |
It's not just suggested, it's the only one i know so far XD _________________
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srbassalot
Joined: 16 Sep 2004 Posts: 229 Location: Earth
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Posted: Thu Apr 02, 2009 12:33 pm Post subject: |
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I didn't just post for the fun of it...it does work, I have used it before but now can't find my reference for it. Use Mental's it will work for you but I suggest you set "Style=STY_Translucent" otherwise you may not like the effect.
Have fun....Bass |
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mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
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Posted: Thu Apr 02, 2009 2:41 pm Post subject: |
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Or random styles, i tryd it once, but on some things it looks retarded, but anyways, my code looked like this:
Code: |
function Tick(float DeltaTime)
{
local float decision;
Count += DeltaTime;
if (Count>0.2)
{
skin=randskins[rand(6)];
multiskins[0]=randskins[rand(6)];
multiskins[1]=randskins[rand(6)];
multiskins[2]=randskins[rand(6)];
multiskins[3]=randskins[rand(6)];
multiskins[4]=randskins[rand(6)];
multiskins[5]=randskins[rand(6)];
multiskins[6]=randskins[rand(6)];
multiskins[7]=randskins[rand(6)];
texture=randskins[rand(6)];
Count=0.0;
decision = FRand();
if (decision < 0.2)
Style=STY_None;
else if (decision < 0.4)
Style=STY_Normal;
else if (decision < 0.6)
Style=STY_Masked;
else if (decision < 0.8)
Style=STY_Translucent;
else
Style=STY_Modulated;
}
}
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