xray´s MP4 skins & objects

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novationx
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Joined: 10 Aug 2013, 22:33

Re: xray´s tm² skins

Post by novationx »

TMarc wrote: can you make the lights blink?
perhaps even in some sequence?
This would be cool 8-)
Excellent Idea, but I guess they would all be blinking in-sync?
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TMarc
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Re: xray´s tm² skins

Post by TMarc »

novationx wrote:Excellent Idea, but I guess they would all be blinking in-sync?
If there is only one, with an animated texture (webm?), certainly yes.
But xrayjay could provide lets say 3 identical items each with animation of different length?
Not yet asking for scriptable switching of textures :mrgreen:
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xrayjay
Posts: 1481
Joined: 29 Aug 2010, 14:19

Re: xray´s tm² skins

Post by xrayjay »

nice idea ! But may i have to disappoint you, with the tools we got for now something like this is not possible :?

And in order that my objects should be embeddable a webm texture (if it´s possible) will not be an option, sry.

But unless of that i got an much easier idea how this could be done:

There are already both textures in the game, the lit and the non-lit, so if there is an option (in the mesh.params for example) to switch between both with a trigger time (may this could include an random time select option that it´s not in sync) the thing is blinking :clap:

So the nadeo devs have to do something for us to make this happen :D :D

A code example how this option could be done:

Code: Select all

<Materials>
		<Material Name="Objectname" Link="Texturename" Trigger-I="0.08-0.1" DisplayTime="0.1"/>
	</Materials>
Trigger-I attribute to set the trigger time to switch between the D and I texture, "0.08" as absolute time and the - between 2 times set the time which chosen randomly to switch between both, every time a different time of that specific time frame, so it´s random and not in sync. DisplayTime attribute set the time how long the D or I is displayed till the next switch. How about that?

Guess it´s much work maybe to implement something like this and may it´s not possible in cause of the different lightmaps which also have to be loaded??
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wooloo
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Joined: 26 Oct 2014, 18:53
Location: Heidelberg, Germany
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Re: xray´s tm² skins

Post by wooloo »

xrayjay wrote:nice idea ! But may i have to disappoint you, with the tools we got for now something like this is not possible :?

And in order that my objects should be embeddable a webm texture (if it´s possible) will not be an option, sry.

But unless of that i got an much easier idea how this could be done:

There are already both textures in the game, the lit and the non-lit, so if there is an option (in the mesh.params for example) to switch between both with a trigger time (may this could include an random time select option that it´s not in sync) the thing is blinking :clap:

So the nadeo devs have to do something for us to make this happen :D :D

A code example how this option could be done:

Code: Select all

<Materials>
		<Material Name="Objectname" Link="Texturename" Trigger-I="0.08-0.1" DisplayTime="0.1"/>
	</Materials>
Trigger-I attribute to set the trigger time to switch between the D and I texture, "0.08" as absolute time and the - between 2 times set the time which chosen randomly to switch between both, every time a different time of that specific time frame, so it´s random and not in sync. DisplayTime attribute set the time how long the D or I is displayed till the next switch. How about that?

Guess it´s much work maybe to implement something like this and may it´s not possible in cause of the different lightmaps which also have to be loaded??
+1 :thumbsup:
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wraith
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Re: xray´s tm² skins

Post by wraith »

thx for the new objects etc, can not wait to make my ideas for the TM Fans
on my return to the game ;)
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xrayjay
Posts: 1481
Joined: 29 Aug 2010, 14:19

Re: xray´s tm² skins & objects

Post by xrayjay »

new work in progress (but far from to be finished^^):
Image
Image
Image

to do:
- manipulate the light source (emit), may try a different setup or delete it
- fix some lightmaps (may they causes the sometimes weird shadowing inside the bridge)
- do proper gridsnapping (without it´s a pain to place a few bridge blocks precise together)
- do a bridge block with a ramp
- some other things i didn´t saw for now :lol:

guess this will also be embeddable, total size of one bridge block is for now around 43kb (but without an icon)
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Nerpson
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Re: xray´s tm² skins & objects

Post by Nerpson »

You're doing the work amount of 5 persons! GJ!
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novationx
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Joined: 10 Aug 2013, 22:33

Re: xray´s tm² skins & objects

Post by novationx »

Is it easy to covert these blocks from Valley to ShootMania? or?
The neverending waiting game has to stop.
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xrayjay
Posts: 1481
Joined: 29 Aug 2010, 14:19

Re: xray´s tm² skins & objects

Post by xrayjay »

thx :lol:
novationx wrote:Is it easy to covert these blocks from Valley to ShootMania? or?
the texture mapping have to be done again new to the sm textures (and find some similar ones to this ones first there)
some uv mapping time and it could be done 8-)
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wooloo
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Joined: 26 Oct 2014, 18:53
Location: Heidelberg, Germany
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Re: xray´s tm² skins & objects

Post by wooloo »

This bridge looks awesome! Agree with you novationx, would fit great in Storm too, maybe a bit better...
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