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[REL] Animatin Texture Tool


_lex_
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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.

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

 

 

Here's how babelfish translates the Russian tut :

 

 

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)
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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.gifcookie.gifcookie.gifcookie.gifcookie.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

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

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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

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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

 

Edited by JKM
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  • 3 weeks later...
  • 1 month later...

 

...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!

 

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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...

 

 

 ID, DFFname, TXDname, ANIMATION, DIST, FLAGS

 

 

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

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  • 4 weeks later...

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.

 

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SmokingCookie

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?

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MS - MaxScript files.

 

You need 3Ds MAX to run this files.

 

utitles > maxscripts > Run Script...

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  • 2 months later...
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...

 

 

 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

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  • 7 months later...

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???

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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.

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thanks smile.gif The animation was seperated. But I didn't think about the tobj objects.

Its working fine for me now :>

Edited by JKM
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  • 4 weeks later...

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

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  • 2 weeks later...
  • 1 year later...
  • 1 year later...

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!

Edited by Jorge F.
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  • 1 year later...

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