Can animated textures be applied to creatures?Yep. By animated, I mean animated like a flip-book animation. Not speaking about procedural distortions which can behave a little differently. Proceduretype arturo/water are procedural distortions, for instance. They can be applied to creatures too, but in some instances long thin UV triangles can cause a slowdown. It really depends on what the procedural texture does and how intensive it is.
How does it work?Just apply the texture to the creature. A .TXI with proceduretype cycle causes the frames in the image to flip and animate.
Would it be a lagfest (in the case of it does work)? Nope, not in my experience. It probably depends on how funky the target geometry's UV mapping is. At the end of
Part 5 of my series of
tutorial videos on making animated textures, the textures of most of the stuff in my scene (including the grass) has been replaced with an animated texture.
I also have a side question, does NWN support stuff like glow maps? Glow maps, specifically? No- but see the next paragraph. The effect is usually faked by using multiple emitter planes perpendicular to each other. Usually 2 but sometimes 4 or more. They don't have to be done with emitters.
But back to glow maps not being in NWN: It's sometimes hard to answer what NWN can or can't do, definitively, because
A) Even after 10 years, the full capabilities of the NWN engine aren't fully known (Virusman discovered
this only about 5 months ago)
there are sometimes
similar effects (see VFX_DUR_AURA_BLUE for instance) which might be tweaked through some trickery to do close to what you want and
C) third-party tools like NWNCX (or the defunct Voodoo Shader) can extend or modify the existing GFX capabilities when used.
I have an idea on how to accomplish "false glow maps" in NWN, but I'd really rather do it the more sensible way, so can anyone shed some LIGHT on that? Good luck with whatever you're trying out. If it doesn't work like you expect, simply try to think of another approach. There are often many ways to approach the same problem in NWN.
Modifié par OldTimeRadio, 18 octobre 2012 - 01:43 .