Hanger Bay Shields
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Hanger Bay Shields
I was hoping to tap into someones of knowledge regarding:
Animations.txt - I am trying, well achieved to apply a semi transparent hanger bay shield common on SW ships. So far I have taken the Boron_SYshield.bod and remodelled it into a plane. It's been successful, it works and is semi-transparent with no collision (I'm not sure if the collision matters for docking ships).
I then look into the texture. Finding an old texture animation thread,
viewtopic.php?t=141309&highlight=videolist
I've figured out it's referenced in animations.txt at index 36. However I don't understand the entry. It is different to guide listed in the old thread. Would you perhaps have any knowledge of it?
Animations.txt - I am trying, well achieved to apply a semi transparent hanger bay shield common on SW ships. So far I have taken the Boron_SYshield.bod and remodelled it into a plane. It's been successful, it works and is semi-transparent with no collision (I'm not sure if the collision matters for docking ships).
I then look into the texture. Finding an old texture animation thread,
viewtopic.php?t=141309&highlight=videolist
I've figured out it's referenced in animations.txt at index 36. However I don't understand the entry. It is different to guide listed in the old thread. Would you perhaps have any knowledge of it?
- Killjaeden
- Posts: 5366
- Joined: Sun, 3. Sep 06, 18:19
Re: Hanger Bay Shields
Animated textures can be made by "moving" the texture (instead of replacing it with a different image every frame). This is how the Sohnen in XTM/XTC are animated, and if memory serves right, also the boron shield texture. Maybe check the material entry in the model instead, i think it was defined in there.
[ external image ]
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
Re: Hanger Bay Shields
Thanks for repling, I'm not quite sure how you would "move" the texture. The vanilla Boron shield doesn't appear to be animated. I've been using the default entry.Killjaeden wrote: ↑Fri, 6. Sep 19, 18:03
Animated textures can be made by "moving" the texture (instead of replacing it with a different image every frame). This is how the Sohnen in XTM/XTC are animated, and if memory serves right, also the boron shield texture. Maybe check the material entry in the model instead, i think it was defined in there.
- Killjaeden
- Posts: 5366
- Joined: Sun, 3. Sep 06, 18:19
Re: Hanger Bay Shields
Ah sorry, was mixing it up. To animate the UV's, you need to look into the model's (bod) material definition:
The TexAnim* entries are the relevant for that. In the following an example for a moving texture from XTM (old X3R argon shader).
MATERIAL6: 40; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0;
speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0;
Tex2;SPTYPE_BOOL;0;
TexAnimStartU;SPTYPE_FLOAT;0.000000;
TexAnimStartV;SPTYPE_FLOAT;0.000000;
TexAnimEndU;SPTYPE_FLOAT;1.000000;
TexAnimEndV;SPTYPE_FLOAT;0.000000;
TexAnimDuration;SPTYPE_FLOAT;9.000000;
TexAnimRotation;SPTYPE_FLOAT;9.000000;
TexAnimOriginU;SPTYPE_FLOAT;0.500000;
TexAnimOriginV;SPTYPE_FLOAT;0.500000;
Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;1.000000; g_MatSpecularPower;SPTYPE_FLOAT;10.000000; g_MatReflectionStrength;SPTYPE_FLOAT;1.000000; g_MatReflectionBias;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;0.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;dds\metal_argon_exhaust_trims_02_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;1.000000; t_AlphaTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;dds\metal_argon_exhaust_trims_02_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;dds\metal_argon_exhaust_trims_02_spec.dds; t_LightMapTexture;SPTYPE_STRING;dds\metal_argon_exhaust_trims_02_light.dds; t_CubeMapTexture;SPTYPE_STRING;DDS\envmap_test.dds;
[ external image ]
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
Re: Hanger Bay Shields
Ok awesome, I'll give this a try. Thank you.
Re: Hanger Bay Shields
That worked a treat, thanks very much Killjaeden.Killjaeden wrote: ↑Mon, 9. Sep 19, 17:46
Ah sorry, was mixing it up. To animate the UV's, you need to look into the model's (bod) material definition:
The TexAnim* entries are the relevant for that. In the following an example for a moving texture from XTM (old X3R argon shader).MATERIAL6: 40; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0;
speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0;
Tex2;SPTYPE_BOOL;0;
TexAnimStartU;SPTYPE_FLOAT;0.000000;
TexAnimStartV;SPTYPE_FLOAT;0.000000;
TexAnimEndU;SPTYPE_FLOAT;1.000000;
TexAnimEndV;SPTYPE_FLOAT;0.000000;
TexAnimDuration;SPTYPE_FLOAT;9.000000;
TexAnimRotation;SPTYPE_FLOAT;9.000000;
TexAnimOriginU;SPTYPE_FLOAT;0.500000;
TexAnimOriginV;SPTYPE_FLOAT;0.500000;
Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;1.000000; g_MatSpecularPower;SPTYPE_FLOAT;10.000000; g_MatReflectionStrength;SPTYPE_FLOAT;1.000000; g_MatReflectionBias;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;0.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;dds\metal_argon_exhaust_trims_02_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;1.000000; t_AlphaTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;dds\metal_argon_exhaust_trims_02_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;dds\metal_argon_exhaust_trims_02_spec.dds; t_LightMapTexture;SPTYPE_STRING;dds\metal_argon_exhaust_trims_02_light.dds; t_CubeMapTexture;SPTYPE_STRING;DDS\envmap_test.dds;
https://www.youtube.com/watch?v=HrrUAI-W8Do
On to the shield effect bubbles when shot at now