- Joined
- Oct 1, 2003
- Messages
- 461
How it works:
You take or 'rip' a tvertexanim from a model (for instance: Water Elemental).
Then you apply it to a mesh, in which it will be the 'layer' of animated texture.
Tools needed:
Notepad/Wordpad
YobGuls' Fileconverter Get it here
One model with animated texture in which you want to 'rip' from
... and some patience if you want a layer of animated texture which is above the original geoset.
How it can be done:
Convert the 2 models(one with animated texture, one you want to add on) to MDLs. In this tut, we will rip
the tvertexanim from water elemental(Of course, there are different models with different movement of
the texture.) We will call the model you want to add animated texture on as model A, and the other one
as model B, which will be a Water Elemental.
Now open model B.
Now look for this, then copy the entire section.
Open model A, then paste this below the materials section
So it looks somewhat like that. Now you will remove one tvertexanim away, so making only
one tvertexanim in the section.
Now, make a duplicate of the mesh in which you want animated texture on. As for the crypt fiend,
it will be the main body, aka mesh 1 and 2. So CnP the ENTIRE of the 2 geosets and put them as
the last 2 geosets(Just above the set of geosetanims)
Now, create 2 new materials(One for the duplicate of 1st mesh, one for the other.) below the last
material.
I CnP the first material in this case, so I have a template to start with. Now, change the filtermode
to AddAlpha, or Additive. (Since I'm guessing the effect you want should be 'magical' kind.) Then add
the TvertexAnim ID x by CnPing from the Water Elemental's materials, and change the value to 0.
Once this is accomplish, now choose a texture you want. In this example, we will make a fire effect.
The path of such texture is Textures\EQ_Rock2.blp. You can also make new textures yourself, but to save
space, I usually use textures in war3. Give it the wrapwidth and height values, like the water elemental's.
Now detect what nth position is the new texture added. It is the 6th texture in this case, so we will
minus one to it, since counting starts from 0 in MDL. Enter 5 to the 2 new materials you made to their textureIDs.
Now create some GlobalSequence by adding a new section. Right after the animation names, and before the textures,
CnP from the water elemental its GlobalSequence section. Then remove all except one. Then replace its value as 3333.
This affects the speed because the longer time you take to travel the same distance = slow speed, shorter time in
same distance = fast speed. I choose 3333 as it is moderate.
Now go to the TvertexAnim you had, and update its information to
Time to update your 2 geosets, change their material IDs to 4 and 5 respectively. (I made 2 materials so you can add
different stuff to each materials next time).
Apply new geosetanims to the 2 new geosets. So they:
1) will not appear on decay
2) will be orange by applying vertex coloring(that would look like fire)
3) are a must for a REAL MDL edited model.
CnP the first 2 geosetanims(Since they refer to the first 2 geosets, and we have 2 copies of those geosets.) and put
them as the last geosetanims. Change their IDs to 4 and 5 respectively. Now CnP
so you can get the 'spaces' which are created by tab right. Then delete that value, leaving the 'spaces' then enter
This is the vertex coloring, in BGR form. Do that to both of the geosetanims.
So you get
You are done! Now for the little addition, you can make the geoset bigger so it appears as a seperate layer above
the original mesh(like Cookie's Fire Infernal). Go to both of the geosets, Add 3 to EVERY coordinates of every vertices.
If the value is negative, make it -3, so they will go further from the origin by 3 units in xyz axis. That will 'enlarge'
the model. It is tedious and time consuming, I know. That is why patience is needed! I've done this before so many times
lol. So anyways here's an example
From
To
...and apply it to every vertices. Now you are truly done!
You take or 'rip' a tvertexanim from a model (for instance: Water Elemental).
Then you apply it to a mesh, in which it will be the 'layer' of animated texture.
Tools needed:
Notepad/Wordpad
YobGuls' Fileconverter Get it here
One model with animated texture in which you want to 'rip' from
... and some patience if you want a layer of animated texture which is above the original geoset.
How it can be done:
Convert the 2 models(one with animated texture, one you want to add on) to MDLs. In this tut, we will rip
the tvertexanim from water elemental(Of course, there are different models with different movement of
the texture.) We will call the model you want to add animated texture on as model A, and the other one
as model B, which will be a Water Elemental.
Now open model B.
Code:
TextureAnims 2 {
TVertexAnim {
Translation 2 {
Bezier,
GlobalSeqId 1,
0: { 0.0997751, 1.72412, -0.0260519 },
InTan { 0, 0, 0 },
OutTan { 0.0665167, 1.14942, -0.0173681 },
2767: { 0, 0, 0 },
InTan { 0.0332584, 0.574708, -0.00868383 },
OutTan { 0, 0, 0 },
}
}
TVertexAnim {
Translation 2 {
Bezier,
GlobalSeqId 12,
0: { 0, 0, 0 },
InTan { 0, 0, 0 },
OutTan { -0.107482, -0.210476, 1.13849 },
3333: { -0.322445, -0.631428, 3.41546 },
InTan { -0.214963, -0.420952, 2.27698 },
OutTan { 0, 0, 0 },
}
}
}
Open model A, then paste this below the materials section
Code:
}
}
}
Material {
Layer {
FilterMode Blend,
static TextureID 4,
}
}
}
TextureAnims 2 {
TVertexAnim {
Translation 2 {
Bezier,
GlobalSeqId 1,
0: { 0.0997751, 1.72412, -0.0260519 },
InTan { 0, 0, 0 },
OutTan { 0.0665167, 1.14942, -0.0173681 },
2767: { 0, 0, 0 },
InTan { 0.0332584, 0.574708, -0.00868383 },
OutTan { 0, 0, 0 },
}
}
TVertexAnim {
Translation 2 {
Bezier,
GlobalSeqId 12,
0: { 0, 0, 0 },
InTan { 0, 0, 0 },
OutTan { -0.107482, -0.210476, 1.13849 },
3333: { -0.322445, -0.631428, 3.41546 },
InTan { -0.214963, -0.420952, 2.27698 },
OutTan { 0, 0, 0 },
}
}
}
one tvertexanim in the section.
Code:
TextureAnims 2 {
TVertexAnim {
Translation 2 {
Bezier,
GlobalSeqId 1,
0: { 0.0997751, 1.72412, -0.0260519 },
InTan { 0, 0, 0 },
OutTan { 0.0665167, 1.14942, -0.0173681 },
2767: { 0, 0, 0 },
InTan { 0.0332584, 0.574708, -0.00868383 },
OutTan { 0, 0, 0 },
}
}
}
it will be the main body, aka mesh 1 and 2. So CnP the ENTIRE of the 2 geosets and put them as
the last 2 geosets(Just above the set of geosetanims)
Code:
MaterialID 3,
SelectionGroup 0,
} < Press enter here to create a new line and paste omg.
GeosetAnim {
Alpha 8 {
DontInterp,
40267: 1,
100100: 0,
113600: 0,
176667: 1,
177667: 0,
178000: 0,
180000: 0,
180033: 1,
}
GeosetId 0,
material.
Code:
Materials 4 {
Material {
Layer {
FilterMode None,
TwoSided,
static TextureID 0,
}
}
Material {
Layer {
FilterMode None,
Unshaded,
static TextureID 1,
}
Layer {
FilterMode Blend,
TwoSided,
static TextureID 0,
}
}
Material {
Layer {
FilterMode Transparent,
static TextureID 2,
Alpha 7 {
Linear,
40267: 0,
47100: 0,
48933: 1,
100267: 1,
113600: 1,
171933: 1,
173600: 0,
}
}
}
Material {
Layer {
FilterMode Blend,
static TextureID 4,
}
}
Material {
Layer {
FilterMode None,
TwoSided,
static TextureID 0,
}
}
Material {
Layer {
FilterMode None,
TwoSided,
static TextureID 0,
}
}
}
to AddAlpha, or Additive. (Since I'm guessing the effect you want should be 'magical' kind.) Then add
the TvertexAnim ID x by CnPing from the Water Elemental's materials, and change the value to 0.
Code:
Material {
Layer {
FilterMode Additive,
TwoSided,
static TextureID 0,
TVertexAnimId 0,
}
}
Material {
Layer {
FilterMode Additive,
TwoSided,
static TextureID 0,
TVertexAnimId 0,
}
}
The path of such texture is Textures\EQ_Rock2.blp. You can also make new textures yourself, but to save
space, I usually use textures in war3. Give it the wrapwidth and height values, like the water elemental's.
Code:
Textures 5 {
Bitmap {
Image "units\Undead\CryptFiend\CryptFiend.blp",
}
Bitmap {
Image "",
ReplaceableId 1,
}
Bitmap {
Image "Textures\gutz.blp",
}
Bitmap {
Image "Textures\Dust5A.blp",
}
Bitmap {
Image "ReplaceableTextures\Splats\BurrowSplat.blp",
}
Bitmap {
Image "Textures\EQ_Rock2.blp",
WrapWidth,
WrapHeight,
}
}
minus one to it, since counting starts from 0 in MDL. Enter 5 to the 2 new materials you made to their textureIDs.
Code:
Material {
Layer {
FilterMode Additive,
TwoSided,
static TextureID 5,
TVertexAnimId 0,
}
}
Material {
Layer {
FilterMode Additive,
TwoSided,
static TextureID 5,
TVertexAnimId 0,
}
}
CnP from the water elemental its GlobalSequence section. Then remove all except one. Then replace its value as 3333.
This affects the speed because the longer time you take to travel the same distance = slow speed, shorter time in
same distance = fast speed. I choose 3333 as it is moderate.
Code:
GlobalSequences 20 {
Duration 3333,
}
Textures 5 {
Bitmap {
Image "units\Undead\CryptFiend\CryptFiend.blp",
}
Bitmap {
Image "",
ReplaceableId 1,
Code:
TextureAnims 2 {
TVertexAnim {
Translation 2 {
Bezier,
GlobalSeqId 0,
0: { 0.0997751, 1.72412, -0.0260519 },
InTan { 0, 0, 0 },
OutTan { 0.0665167, 1.14942, -0.0173681 },
3333: { 0, 0, 0 },
InTan { 0.0332584, 0.574708, -0.00868383 },
OutTan { 0, 0, 0 },
}
}
}
different stuff to each materials next time).
Apply new geosetanims to the 2 new geosets. So they:
1) will not appear on decay
2) will be orange by applying vertex coloring(that would look like fire)
3) are a must for a REAL MDL edited model.
CnP the first 2 geosetanims(Since they refer to the first 2 geosets, and we have 2 copies of those geosets.) and put
them as the last geosetanims. Change their IDs to 4 and 5 respectively. Now CnP
Code:
GeosetId 5,
Code:
static Color { 0, 0.5, 0.9 },
So you get
Code:
GeosetAnim {
Alpha 8 {
DontInterp,
40267: 1,
100100: 0,
113600: 0,
176667: 1,
177667: 0,
178000: 0,
180000: 0,
180033: 1,
}
static Color { 0, 0.5, 0.9 },
GeosetId 4,
}
GeosetAnim {
Alpha 8 {
DontInterp,
40267: 1,
100100: 0,
113600: 0,
176667: 1,
177667: 0,
178000: 0,
180000: 0,
180033: 1,
}
static Color { 0, 0.5, 0.9 },
GeosetId 5,
}
You are done! Now for the little addition, you can make the geoset bigger so it appears as a seperate layer above
the original mesh(like Cookie's Fire Infernal). Go to both of the geosets, Add 3 to EVERY coordinates of every vertices.
If the value is negative, make it -3, so they will go further from the origin by 3 units in xyz axis. That will 'enlarge'
the model. It is tedious and time consuming, I know. That is why patience is needed! I've done this before so many times
lol. So anyways here's an example
From
Code:
Vertices 455 {
{ 96.2245, -29.1532, 69.6575 },
{ 89.1451, -22.9421, 74.3438 },
{ 95.8924, -29.1638, 61.5637 },
{ 91.8675, -22.9966, 61.723 },
{ 24.1103, 0.37503, 84.9669 },
{ 24.7768, 0.37503, 94.0652 },
{ 31.6054, 9.09599, 79.764 },
{ 42.4421, 17.8187, 95.3328 },
{ 21.3428, 0.37503, 105.891 },
Code:
Vertices 455 {
{ 99.2245, -22.1532, 72.6575 },
{ 92.1451, -25.9421, 77.3438 },
{ 98.8924, -32.1638, 64.5637 },
{ 94.8675, -25.9966, 64.723 },
{ 27.1103, 3.37503, 87.9669 },
{ 27.7768, 3.37503, 97.0652 },
{ 34.6054, 12.096, 82.764 },
{ 45.4421, 20.8187, 98.3328 },
{ 24.3428, 3.37503, 108.891 },
Last edited by a moderator: