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AnimatedAC

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BobFromReboot
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#1

Posted 10 May 2016 - 05:05 AM Edited by TJGM, 13 May 2016 - 01:59 PM.

Finally, the rich in Vinewood can afford to turn their Air Conditioners on!
 
This mod simply replaces the regular round texture on top of some roof AC units with an 8 frame animated texture.
 
Use modloader.
 
Updated!
Changes:
-two roofs in Angelpine used a different model for their AC units. Changed accordingly.
 
http://imgur.com/s5ggmXE
 
Download link (old)
Version 2 download
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The_GTA
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#2

Posted 13 May 2016 - 01:43 PM

Really smart use of animated textures! I wonder how this would look with normal maps. Also read your tutorial on this, solid stuff.
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Reyks
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#3

Posted 13 May 2016 - 03:19 PM

Really nice idea and it works perfectly, however there's one problem, the models look way too bright at night when compared to the vanilla ones:

 

Original Model:

qgK8Vez.png

 

Animated Model:

B9zjqqp.png

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BobFromReboot
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#4

Posted 13 May 2016 - 03:26 PM

Well crap. Looks like I might need to get 3dsmax or something to fix this. Do you know what might be the cause for this? The RWAnimator updates the dff files with the UV animation info... I have a feeling it ruins the lighting.


Reyks
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#5

Posted 13 May 2016 - 03:33 PM

The RWAnimator updates the dff files with the UV animation info... I have a feeling it ruins the lighting.

Yeah that's probably it, the tool itself needs updating I think.


BobFromReboot
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#6

Posted 13 May 2016 - 03:38 PM

A new Uv Animation tool would be a dream come true. It is very difficult working with RW animator. Not updated in 4 years though so I'm sure the author has abandoned the project. I'm not even really aware of any other mods that use this tool.


Junior_Djjr
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#7

Posted 13 May 2016 - 04:12 PM

This can be fixed with ZModeler, don't need 3DS.

 

And yes, maybe this "ruins the lighting" :/ 

 

Here's a good tutorial in my forum, but is in portuguese.

http://brmodstudio.f...ing-no-zmodeler

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BobFromReboot
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#8

Posted 13 May 2016 - 05:02 PM

Thank you Junior I'll be doing this later! I love the GTA modding community.

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Junior_Djjr
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#9

Posted 13 May 2016 - 05:36 PM

I just want to know: How much AC units have? In question of: "how much this mod changes in map?"
Plans for all units?

BobFromReboot
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#10

Posted 13 May 2016 - 05:46 PM Edited by BobFromReboot, 13 May 2016 - 05:48 PM.

The roof units are currently the only ones I have animated. I'd say there are at least a hundred of them throughout the entire map. There are some other models I could try animating that I have identified, however their textures are all clumped together in huge sheets with other textures. I will animate as many that are practical.

 

I'll be fixing the lighting this evening.

 

When I am done with the AC units, I am hoping to create a larger mod/pack that includes animations for other things such as barber poles, clothes on clothes lines, and anything else people suggest/are practical.

 

I started doing this so I could animate textures in Vice City and Liberty City in GTA Underground, so there is also that to look forward to.

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mikros1
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#11

Posted 17 May 2016 - 02:31 PM

make TVs, please!


BobFromReboot
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#12

Posted 17 May 2016 - 04:59 PM Edited by BobFromReboot, 17 May 2016 - 09:12 PM.

TVs would be interesting, but I would have to figure out which ones are static, where they are used etc. For example I would hate to see CJ stealing a TV in a burglary mission that is still displaying an image while he carries it.

 

I'm having a lot of issues with Zmodeler/prelighting these AC units. I am following the tutorial posted here, I even found an english version, but the prelit color and color swap buttons dont seem to do anything. No changes are shown on the model. I will update here if I figure out what I am doing wrong. As soon as I figure this out a new version will be released with fixed prelighting, then I'll move on to other objects.

 

Edit: Figured out the prelighting, but when I export that, the dff loses the animation... I've got myself a catch 22, but I'm sure I'll figure this out.

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mikros1
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#13

Posted 17 May 2016 - 09:46 PM Edited by mikros1, 17 May 2016 - 09:46 PM.

I found this fan in the desert. You could do it too?

 

image.jpg

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Junior_Djjr
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#14

Posted 18 May 2016 - 12:56 AM Edited by Junior_Djjr, 18 May 2016 - 01:07 AM.

Edit: Figured out the prelighting, but when I export that, the dff loses the animation... I've got myself a catch 22, but I'm sure I'll figure this out.

 

RwAnimator = With animation - No pre-lighting

ZModeler = No animation - With pre-lighting

 

You have serious problems here :p

 

You can:

Use 3ds max studio to do pre-lighting. Sure that will work well.

Leave rwanimator and use 3ds max studio to animate. I heard it's harder, but work best for sure.

Yes, the idea of using ZModeler to fix pre-lighting was wrong, I didn't stop to think about it, I already knew that it is incompatible with animations.

 

I hope this project go far!

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Davve95
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#15

Posted 18 May 2016 - 08:23 PM

 
When I am done with the AC units, I am hoping to create a larger mod/pack that includes animations for other things such as barber poles, clothes on clothes lines, and anything else people suggest/are practical.
 
I started doing this so I could animate textures in Vice City and Liberty City in GTA Underground, so there is also that to look forward to.


Sounds awesome! Maybe you could do it for flags too? I'll see if I can come up with more ideas.
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Junior_Djjr
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#16

Posted 19 May 2016 - 06:16 AM

 

 
When I am done with the AC units, I am hoping to create a larger mod/pack that includes animations for other things such as barber poles, clothes on clothes lines, and anything else people suggest/are practical.
 
I started doing this so I could animate textures in Vice City and Liberty City in GTA Underground, so there is also that to look forward to.


Sounds awesome! Maybe you could do it for flags too? I'll see if I can come up with more ideas.

 

Look at this:

 

 

I found accidentally. Can easy create a cool animation deforming this way. :p

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Davve95
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#17

Posted 19 May 2016 - 08:31 PM

Looks pretty cool. But would have been looking cooler if it looked like the whole flag moved more.

Thanks for the share btw.

Blackalien
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#18

Posted 20 May 2016 - 09:27 AM

Can't it be made as a cloth object and then animated?


Silent
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#19

Posted 21 May 2016 - 03:43 PM

Look at this:


Daily reminder III has those next to Toni's place and it's probably not an animation but code-controlled transformations.

Junior_Djjr
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#20

Posted 25 May 2016 - 01:32 AM Edited by Junior_Djjr, 25 May 2016 - 01:32 AM.

Can't it be made as a cloth object and then animated?

I don't think this can be used by another object to make animations.

You can test using the latest version of Tuning Mod (currently 1.5 Beta), choose the object and just press D to enable Deform Mode, hold CTRL and arrows;PageUp/Down;Home/End. But maybe will be a waste of time. :p


Junior_Djjr
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#21

Posted 18 August 2016 - 08:17 PM Edited by Junior_Djjr, 18 August 2016 - 08:52 PM.

Haha, I got it!

 

1.jpg

 

What did I do? RW Analyze :p

 

Open vanilla file, and your animated file. You will find 3 differences:

"UV Animation Dictonary" in top of the file;

Extension with "Material Effects" and "UV Animation" inside your animated material;

Extension with "Material Effects" and "Right To Render" inside your Atomic at the end of file.

 

What you need to do is just pick up the differences from one and put in the other, for this, just open both files in two RW Analyze, one next to the other, comparing.

In short, you need to export a section in animated file, and import in the non-animated file. I don't have much to explain, all you need to do is leave the vanilla file like the animated file. It could also be done in reverse: picking up the vertex color of vanilla and adding in the animated, but don't know how and seems to be harder.

 

I'm not very familiar with RW Analyze and had trouble putting "UV Animation Dictonary" in top of the file, so I did workarounds:

In vanilla file, press CTRL+A to append a file;

Select your animated file;

Animated file will be inside your vanilla now, you can see at the end of RW Analyze;

Delete the "Clump" bellow "UV Animation Dictonary" at end of file, now you have your new animated file with "UV Animation Dictonary" at bottom, but we need at top, not bottom;

Save a copy of this file, and so append this copy.

Now you will have "Clump", bellow: "UV Animation Dictonary", bellow: "Clump" and again "UV Animation Dictonary". Just delete first "Clump" and last "UV Animation Dictonary" to have only: "UV Animation Dictonary" and "Clump", just like animated file.

 

The best would be to make a video or show images, but if you do not understand, just do any way you want, it is easy.

 

Download it here: https://drive.google...FJPb0pET2s/view

 

btw: wtown_bits2_02.dff and 06 was buggy, RW Analyze said a section was corrupted, I don't know about, but it was automatically fixed too (or not, still an error message when saving, but when re-opened the file was right)

 

Can you continue this project now? :)

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BobFromReboot
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#22

Posted 24 August 2016 - 09:28 PM Edited by BobFromReboot, 24 August 2016 - 09:29 PM.

Awesome work junior you the man!

 

You know I had pretty much given up on GTA modding, but I will try my best to do at least a few more animations. Don't expect anything anytime soon, I am starting college in about a week.

 

I'm curious if anybody knows what textures were animated for Things to do in San Andreas. The notes say that it adds some animations, but doesn't specify where.


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#23

Posted 30 August 2016 - 08:17 PM

Interesting, I'd like to try these out.

 

Going to get back to you on this. :)


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#24

Posted 06 September 2016 - 01:22 PM

This thing is cool!





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