firetextures

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Rakiayn
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firetextures

Post by Rakiayn »

The healthpack and medbox have an animated blue texture.
when I change this texture to an other firetexture, the texture is not animated ingame.
It works perfectly with healthvials though. I suspect it has something to do with the mesh, since I tried to apply a firetexture to the beam of the pulsegun too. but that one could not be animated aswell. (so I replaced it with another similar mesh and it worked).
any ideas?
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Creavion
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Re: firetextures

Post by Creavion »

Rakiayn wrote:The healthpack and medbox have an animated blue texture.
when I change this texture to an other firetexture, the texture is not animated ingame.
It works perfectly with healthvials though. I suspect it has something to do with the mesh, since I tried to apply a firetexture to the beam of the pulsegun too. but that one could not be animated aswell. (so I replaced it with another similar mesh and it worked).
any ideas?
Actually you should be able to reset the skins over Multiskins. Revelation has done this several times in his maps.
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Re: firetextures

Post by JackGriffin »

Possible and easy with multiskins. We did this exact thing in Survival with the medpacks.
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Rakiayn
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Re: firetextures

Post by Rakiayn »

I did change it with multiskins. the new texture is visible but its not animated.
I suspect it is this way because I change the multiskins ingame. have to test it some time
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Feralidragon
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Re: firetextures

Post by Feralidragon »

There's a known (?) bug in the engine that when you set MultiSkins[0] with some texture, none of the other dynamic textures on that mesh will be animated, they will keep static.

So, I assume you're setting MultiSkins[0] with some texture, just don't (let it stay with None).
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Re: firetextures

Post by JackGriffin »

Here are the defaults I used:

Code: Select all

defaultproperties
{
    bSuperHeal=True
    //bRotatingPickup=True
    PickupMessage="You got some health +"
    RespawnTime=2.00
    PlayerViewMesh=LodMesh'Botpack.MedBox'
    PickupViewMesh=LodMesh'Botpack.MedBox'
    PickupSound=Sound'HealthPack'
    Mesh=LodMesh'Botpack.MedBox'
    MultiSkins(2)=FireTexture'UnrealShare.CFLAM.cflame'
    CollisionRadius=32.00
}
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Rakiayn
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Re: firetextures

Post by Rakiayn »

I had the multiskin0 set. removing it from the pulse beam fixed that problem. :)
however, it did not work for the medbox. So I tried some other things, It turned out that the bug is caused with the medbox when you have ''multiskin0'' and/or ''skin'' set.
I think this is only the case for meshes in which changing 'skin' and 'multiskin0' have the same effect
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zacman
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Re: firetextures

Post by zacman »

The Pulsegun isn't actually a Firetexture, it's an animated texture (A bunch of textures in a kind of "Slideshow") which is why Firetextures won't work. It has 5 seperate textures and it cycles thru them (Botpack.skins.PBOLT0, Botpack.skins.PBOLT1, Botpack.skins.PBOLT2, Botpack.skins.PBOLT3, Botpack.skins.PBOLT4)
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Re: firetextures

Post by JackGriffin »

If you want to, pull out the code for the healing gun from MonsterHunt2. I did just that on a pulsegun to make it a red beam.
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Rakiayn
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Re: firetextures

Post by Rakiayn »

@zacman
I was talking about a custom pulse beam with a fire texture
I simply disabled the texture slidewshow
@jackGiffin
what fire texture are you using? I want to add a red beam (already have a blue and a purple one).
but unreali and unrealshare have no red beams, so I want to import one in my mod from an other texture pack.
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Re: firetextures

Post by JackGriffin »

I made my own in photoshop. It's red with an orange core. Grab them out of the MonsterHunt2 source code download and use as you like.
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Rakiayn
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Re: firetextures

Post by Rakiayn »

I cant seem to find them?
Maybe I have the wrong version ? I have monsterhunt2V1
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Re: firetextures

Post by JackGriffin »

There's a source code download link in the information:
http://www.moddb.com/mods/monsterhunt2
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Rakiayn
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Re: firetextures

Post by Rakiayn »

they look nice :)
I will use them, and also the pulse gun primary fire textures

:gj:

all that is left now is to find a yellow beam, I will make it myself in photoshop when I have some more time