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Texture simulated movement

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nicaragua
Hi!
I have this question that goes as follows:
Can I make a texture move around the object?
It's like, I want to make a flag but I don't wanna use to many poly's so I made an opacity texture to simulate the shadows that appear when the flag is moving in the wind, but that will only work if the texture moves in, for example, the Y axis, otherwise it will look like a flag stopped in time...
 
"Texture cycling" was used in the default Curtis Jenny in FS9 but one of the improvements for FSX was to drop support for it.

It might be worth importing the Jenny to FSX to see if the chain animates - at least you will know wether it is a waste of time considering that method as a possibility.
 
"Texture cycling" was used in the default Curtis Jenny in FS9 but one of the improvements for FSX was to drop support for it.

It might be worth importing the Jenny to FSX to see if the chain animates - at least you will know wether it is a waste of time considering that method as a possibility.

It should, after all even the chain-animated "vc rain" works for FS9 models in FSX, should one remember to replace the 32 dummy files that shipped with FSX with the ones from FS9!

However, chain-animated textures (texture cycling) will only work if the .mdl is compiled with FS9's MakeMDL.exe.

The animation of a flag in FSX though doesn't use "too many polys" at all, since the animation is achived using animated bones draped with a "skin" of mesh. Open the OilRig example in GMax to see how the flag is animated... :D
 
You could make an xml gauge to change textures, even animate and shift them. Then map it onto the geometry. I do it all the time for knobs, people don't even notice the difference!
 
You could make an xml gauge to change textures, even animate and shift them. Then map it onto the geometry. I do it all the time for knobs, people don't even notice the difference!

Well, that's fine for user models, but of no help for scenery objects...

...such as a flag. :)
 
sorry i asumed it was a flag attached to an aircraft since this was posted in the aircraft section.
 
Roger that.

You should get it. As a developer, to see your planes plexi and chrome become 'real time rendered' is pretty cool feeling. But, learning the materials 'ways' is going to give your hair a 'graying' (severely) and make your eyebrows and nose hairs fall OUT!

But, months later, after you get the animation code working, and months after that, your materials are finally working, and 2 weeks past THAT, you get your plexiglass to show right, you will boot up FSX, and there, before you, your awesome, futuristic jet fighter will be laid out in full material rendering glory, before you, glistening in the virtual light.

At that time and moment, you may wish to wear some ducktape around your jaw to keep it from getting damage in case it deploys onto your keyboard and then onto the floor...



Bill
 
:rotfl: I'm still waiting for this moment. At the moment my plane still looks like it's made of plastic.
 
Thanks! I'll try, when I have the time, school is taking a lot of time from my hands!!:D
 
When you guys make the jump to the FSX SDK, let me know. I can walk you through some of the basics. However, I cannot walk you through getting the actual SDK working in max/gmax. Only how to work things 'in' Gmax... like materials, animations, selecting a GUID code, etc.

I also have a basic learning kit over at www.freeflightdesign.org


Bill
 
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