I saw the tutorial on animated textures... it showed doing a small object... is it possible to do it with larger textures.. for example, take an armor texture and make parts of it animated... or does this make too large a file to function properly?
Also, can npc textures be done the same way? possibly to make the lights on t3 and hk-47 animated...
I would say it would work for body textures. I havent tried it but it should be just the same as doing it for other forms of textures.
For models which come body and head you can set multiple textures for diferent oblects (eyes, head, parts from armor). Otherwhise you need to make huge texture files. Armor textures come in 512x512. You can animate that but for 4 frames you get a texture 1024x1024. Pretty big. I know there are few textures at that size so you should try to see the effect.
Any of the tutorials cover that? splitting up a texture... I'd like to know how to do that one...
Something I would like to point out is that you might be able to have body model textures set at 256x256 instead of 512x512. Most of the models that use the "L_" prefix simply take default textures and scale them down without any loss of quality to 256x256. These scaled down textures in turn get reapplied back to the very same base model as the higher quality 512x512 texture.
Since reading this thread I have started an animated texture project for T3 but have not yet completed it. I will post my results tommorrow for download.
yeah.. i was thinking of animating his lights.. he is the most obvious candidate for this mod.. then i was thinking to maybe add some lights to HK... then there is always armor, maybe add some more animation to bao's upper arm... etc..
I've been thinking how cool it would be to have a lightning bolt sparking off down the back of T3 where that nice silver cylinder is on his back. Of course it will probably include some derivation of my R2 skin so it's got white and alot of reflective surfaces.
I could see something like that.. a "power coupling" of sorts... the star wars universe loves it power couplings...
I could see something like that.. a "power coupling" of sorts... the star wars universe loves it power couplings...
I wonder how big that animated pop up holographic targeting is when a player uses the precise targeting/sniper mode. I want to make something similar in Zbrush or photoshop that applies all of the time to a few custom armors, but I'm not so sure how much the game will allow for holographic targeting on helmets or holographic wrist band cpu consoles on the arms since they are likely models and not texture effects (they appear in game 3D on rotation).