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Billboard

Hi,

so my question...is the code that we need to tweak is always the final 2 VERTEX DEF ?

No, it depends on which texture you want to animate which vertices need to be tweaked.

strange..I could not make it working...is there anything wrong I did ?:confused:

You did not add any conditional switching of which vertices are used, so this will not result in any changes of the texture mapping.
 
Have a look at the docking system tutorial, it is all shown there. In that case I check the distance with a SEPARATION_PLANE command, but I think you can also use the IFIN1 command and check the variable that you want (one of the timers probably).
 
still not working

hi arno
i have use both IFIN1 and IFMSK (looking at the last part of your VGDS tutorial) parameters but still resulting nothing:( could you please check for me anything wrong in my asm file (attached)..also pardon my english but what do you mean by "check the variable"

really appreciate your help
 

Attachments

Hi,

That looks good. The only thing you should remember is that the timer variable runs for a long time, so it will only be 8 for a very short moment.

I think you are better off using the IFMSK command, for example if you would use a line like this the texture should change very often:

IFMSK mean01, BGL_TICK18, 0001h
 
thank you for checking on me arno...but unfortunately is still doesn't work...:( any possibilities on what I have missed ?
 
What do you see? Do you still get part of the mapping correct or does nothing show at all?
 
Maybe you can post both ASM files of your object and the texture that is used in the animation? Then I can give it a try here.
 
What do you see? Do you still get part of the mapping correct or does nothing show at all?

it only show the original mapping I did in Gmax:( and I pretty sure I alread compiled it properly (I don't rename both asm and _0.asm files and tweaked on the original file)

this what it look in FS world (no animation)
holdboxfw9.jpg

and this is in GMAX
holdboxgmaxtu8.jpg



Maybe you can post both ASM files of your object and the texture that is used in the animation? Then I can give it a try here.
thank you very much arno...I've attach all the needed stuff in zip format :)
 

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OK, I will take a look at it. But I will probably not have the time before the end of this week.
 
Hi,

Your code works fine, all I did was change the IFMSK value a bit to make the texture change a bit slower. See the attached ASM and MDL files.
 

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it works! but...:(

hi Arno

first of all I want to thank you for helping me..the animation really work! feel so happy for a while there:D ...but now i facing a very same problem again:confused:. I reedit the gmax file and this time I add new texture on previously untextured objects and also add a night texture, export it , and of course it gave me totally new asm and _0.asm files (vertex def on the animation now start at 184 instead of 168 on the previous ). So I do the tweaking again on the _0.asm using previous (succeeded) _0.asm file as reference, compiled it again to bgl and run the FS...disappointingly it just occured as original mapping in gmax just like the images I posted above:( I even try to change the timer parameter to other than 0001h and 0008h and also used IFIN1 command but the problem still persist.

I'm very sorry if I'm bothering you again but If you don't mind, could you please check on again my attached files here (of course take your time I'm not in rush)

thank you so much in advance
 

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Hi,

I think you did not recompile the MDL file correctly. Once I compiled the ASM files from your ZIP the object worked fine.
 

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thank you so much arno..It works now, feeling happy again

Hi,

I think you did not recompile the MDL file correctly. Once I compiled the ASM files from your ZIP the object worked fine.

I think I still need to learn something here..what do you actually mean by recompiled the MDL file? is it another way to create MDL rather than doing it in Gmax ? can we actually compiled ASM file to recreate MDL?

again thank you so much:) :)
 
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