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[REL] Animatin Texture Tool

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_lex_
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#1

Posted 05 March 2007 - 12:09 PM

Ho you know in SA exist Animating texture. DENISka - the Russian guru, created a tool for MAX to add animation to DFF without RWAnalyzer!

A tool v 0.1

A tool v 0.1 + Russian tutorial

You can add more than 1 animation!!
_____________________

Sorry for my English)

dertyjerzian
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#2

Posted 05 March 2007 - 12:11 PM

sweet! can you speak of more max tools, as I am looking for replcements! Also, any plans for english tutorials on these great russian tools that keep showing up. maybe I can help soon.

mickarrow
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#3

Posted 05 March 2007 - 04:21 PM

Great! biggrin.gif I'm so happy ... I still gotta test it though, but still...


Here's how babelfish translates the Russian tut :

QUOTE
Here is the first version of script for the creation SE of animation with SA... skriny... We make model, teksturim, prelitim if it is must and eksportim in DFF... Thus far this model is unnecessary... skrin2... (red) we create simple material, we load in it texture for the animation. It is possible not to make new material, but to use the fact than zateksturena model... Strictly speaking, texture itself is not separately necessary - animation is necessary... (green) for the clarity it is possible, but it is not compulsory, to make a plane and to apply to it material with the texture... It is possible to use base model... (dark-blue) you will establish the boundaries of the keys of the animation... (standard ed max) of skrine... MAXscript/run script/.... We start script. To harvest button the "selection of material" and selected material from loaded by texture... skrinya... We include auto-Kay and we create animation, using ONLY parameters U V offset, U V Tiling... skrinshch... We first harvest button for the selection DFF (red)... Further will appear the list of the textures, utilized in this DFF. Noted by (a) already animirovanny. We select texture for the animation (dark-blueer)... All - we harvest APPEND ANIMATION... Pokachto in order to avoid of zaporki of models - DFF not will be rewritten, new DFF will be located in the same folder it bedet called temp _..DFF. As yet there is no rotation... But strictly there was rotation there and not, although this is possible... There the system of "rotations" of the type as in THE COULOMBS objects - 2 parameters..... It is possible to add more than one animation... Two made... It is more not testil... (Yessno to the different textures) I do not know - it is possible to eat a limit of personnel... (it is not confident)

Gforce
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#4

Posted 06 March 2007 - 05:23 AM

user posted image

amazing work on this Max script, please pass on thanks and respect to DENISka for this stunning addition to gta modding. cool.gif



cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif

PS. i will try to write up some better instructions for using this tool as soon as i can, the pic's in the rar file were a massive help wink.gif

PPS. thanks to locO_G for making the animated picture used in this post smile.gif

_lex_
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#5

Posted 09 March 2007 - 07:48 AM

http://denis-malina....m_tool_v2.0.zip - A tool v 2.0

http://denis-malina....nning_smoke.zip - A helper tool to create a TV set)

-/TNT\-
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#6

Posted 09 March 2007 - 06:03 PM

Great tool! I'm looking forward to using this. I was wondering, can you add animated uvs to vehicles? wow.gif

_lex_
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#7

Posted 10 March 2007 - 11:01 AM

I don't know..... But this tool is correct working. A tool from REspawn incorrect working with some parameters of animation...

DENISka created a tool to create animated map objects....

Download

JKM
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#8

Posted 10 March 2007 - 02:48 PM Edited by JKM, 11 March 2007 - 01:39 AM.

Hi. The tool is realy great.
But I've got one question. I used the Animation-Helper to create the UV Animation for my advertising sign. I've got one texture with a size of 256*512 pixels. So there are two different textures among themselves.

In the tv-anim-helper I used the following settings:
Ucount=1
Vcount=2

then I applyed the texture with the button and pressed go (my time value is 8).

Then I opened the UVanim export and load my texture again. Afer this I opened my dff (with vertex-colors and nightvertexcolors inside) and choose my adverttexture which I loaded before in the export-script and TV-anim helper.
After pressing "append Information" I was opening the file with the rw-analyzer.

After analyzing the file I figured out that nothing has changed inside. And an ingame test confirmed it to me.

Did I something wrong? cryani.gif

It would be nice if you can help me

€dit: Problem solved. Didn't know that the script doesn't overwrite the dff

Here our Resolution for the Berlin Mod smile.gif
user posted image

Deniska
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#9

Posted 17 March 2007 - 12:33 AM

Use just updated scripts.
DOWNLOAD

And example in english... (wrote as i can)

Gouveia
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#10

Posted 03 April 2007 - 10:24 PM

Bump! Does anybody knows if this works on Gmax?

_lex_
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#11

Posted 06 April 2007 - 11:58 AM

Try!!!!! It must works!

oCain
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#12

Posted 09 May 2007 - 05:57 PM

QUOTE (_lex_ @ Mar 10 2007, 11:01)
...DENISka created a tool to create animated map objects....

Download

First of all...
...the uv-anim-script + the tv-helper-script are really great! icon14.gif

I got problems with the anim-map-object-script...
...I don't speak russian, so I don't understand the readme.txt. The google translation was not the best, but good enough to understand the step-by-step-pics.
But whatever I try the game crashs, if I look at the anim-object.
Do you (Lex or Deniska) or someone else, got an easy example how it works? (a rotating Burger or something like that wink.gif )

Greetz!

Deniska
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#13

Posted 10 May 2007 - 07:15 PM

QUOTE (oCain @ May 9 2007, 17:57)
Do you (Lex or Deniska) or someone else, got an easy example how it works? (a rotating Burger or something like that wink.gif )

I'll try to translate readme...

1. You need model with heirarchy for animation.. create DUMMY and name it same as
you DFF file name will be... This DUMMY must be at top of heirarchy

2. Export all parts of your model and dummy to DFF... (better if NVC included)
3. Run script, select just DUMMY and press "get hierarhy selected" on script panel...
You will see all subs of DUMMY list... If subobject not used in animation then set
"EXCLUDE" flag for it... If object have just rotation keys then set "SKIP POS" flag for
this object...
4. Press EXPORT and save animation file...
5. in IDE you should write you object in ANIM/END section...

CODE
ID, DFFname, TXDname, ANIMATION, DIST, FLAGS


you should put your DFF, TXD and ANIM file to .IMG

locO G
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#14

Posted 01 June 2007 - 10:33 PM

I'd just like to say thanks for the Anim UV and TV Helper tools.
I've just got around to trying them out. Great!

user posted image

Hours of fun.

SmokingCookie
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#15

Posted 04 June 2007 - 03:11 PM

Hi,

I have just downloaded SNIM.ZIP and UVanim_tool_v2.0.ZIP, extracted them and got a couple of MS files. What is an MS file in name of all the strange things on the world and its environs?

_lex_
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#16

Posted 10 June 2007 - 04:27 PM

MS - MaxScript files.

You need 3Ds MAX to run this files.

utitles > maxscripts > Run Script...

kaaspizza
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#17

Posted 28 August 2007 - 05:14 PM

QUOTE (Deniska @ May 10 2007, 19:15)
QUOTE (oCain @ May 9 2007, 17:57)
Do you (Lex or Deniska) or someone else, got an easy example how it works? (a rotating Burger or something like that  wink.gif )

I'll try to translate readme...

1. You need model with heirarchy for animation.. create DUMMY and name it same as
you DFF file name will be... This DUMMY must be at top of heirarchy

2. Export all parts of your model and dummy to DFF... (better if NVC included)
3. Run script, select just DUMMY and press "get hierarhy selected" on script panel...
You will see all subs of DUMMY list... If subobject not used in animation then set
"EXCLUDE" flag for it... If object have just rotation keys then set "SKIP POS" flag for
this object...
4. Press EXPORT and save animation file...
5. in IDE you should write you object in ANIM/END section...

CODE
ID, DFFname, TXDname, ANIMATION, DIST, FLAGS


you should put your DFF, TXD and ANIM file to .IMG

The game crashes when I look at my model ingame.. I think the dummy issn't connected right with my models.. can someone help me with that.. confused.gif

JKM
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#18

Posted 19 April 2008 - 11:01 PM

I've got a question.

Im trying to make animations with NightVertexColors.

Im using your script for export too. But ingame the animation wont work with night vertex colors. They work only fine for me after deleting it. Is it a bug? Or is it impossible to habe night vertex colors and a texture animation???

derty
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#19

Posted 20 April 2008 - 01:16 AM

I think, do your model seperate to be on always and do a separate to replace it with time ON/OFF flags if it's lighting will differ that much. Basically, isolate the animation from the rest of your model.

JKM
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#20

Posted 21 April 2008 - 02:19 PM Edited by JKM, 21 April 2008 - 03:31 PM.

thanks smile.gif The animation was seperated. But I didn't think about the tobj objects.
Its working fine for me now :>

Firewalker999
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#21

Posted 16 May 2008 - 11:45 AM

Can anyone send me this tool? Because i really need but the download link is not working plz plz plz confused.gif

bloody94
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#22

Posted 29 May 2008 - 07:48 PM

hey sup guys, somone know if existing a plugin for MAYA 7.x, 8.x or 2008 ???? like a .mel ???

ty

Firewalker999 : http://www.gtasa.fr/...ct=view&id=2109

Johnline
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#23

Posted 27 June 2009 - 06:31 PM Edited by Johnline, 15 August 2010 - 08:38 PM.

-- post removed by tarzan --

dani1341
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#24

Posted 28 June 2009 - 07:19 AM

I cant download. Please reupload

Jorge F.
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#25

Posted 24 December 2010 - 02:13 PM Edited by Jorge F., 24 December 2010 - 03:42 PM.

Major bump alert

Could someone please be so kind to re-upload the UV-anim tool? Im looking for it all over the interwebs but cant seem to find it anywhere!

edit
Nevermind, I found it here!

mcsim2401
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#26

Posted 25 December 2011 - 10:50 AM Edited by mcsim2401, 02 March 2012 - 05:45 PM.

Thx, a new way to make a working TV.




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