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Replies: 16 (Who?), Viewed: 6216 times.
#1
23rd Jun 2005 at 2:21 PM

Posts: 699
Thanks: 34052 in 57 Posts
Animation via texture-rotation
Hi Folks.I have done texture-animations in the MATD via tiling and via transforms (transitions), both are not too hard to do.
But was not able so far to do anything with rotating textures.
I tried to set the stdMatTextureCoordAnimMode to "rotate" (I have no idea if this parameter really exists, but I guessed so, since there are "tile" and "transform" as parameters for this), and I also tried "transform".
Further I set stdMatTextureCoordTfAnimRotSpeed to ten as a starting value, left stdMatTextureCoordTfAnimRotStartEnd to 0 and 1 (and asked myself if 0 is standing for 0 degrees and 1 is standing for 360 degrees, or if I have to put in values between 0.000... and 360.000..., tried different values, though). I left stdMatTextureCoordTfAnimRotWaveform at "triangular".
But when I tested my objects in the game, I never got any animation at all.
Has anyone more insight in this? Maybe one of the Maxoids would be so kind and give a hint?
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
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#2
23rd Jun 2005 at 4:06 PM

Posts: 1,109
Thanks: 700 in 10 Posts
I can BET that no Maxoid will come.
#3
23rd Jun 2005 at 5:08 PM

Posts: 699
Thanks: 34052 in 57 Posts
Very helpful comment... :blah: :screwy:
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
.: Do not harass me with requests via PM, you will only get ignored :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
One of those Maxoids
#4
23rd Jun 2005 at 9:20 PM

Posts: 203
Quote:
Originally Posted by xanathon
Very helpful comment... :blah: :screwy:
|
I agree, very helpful.
There is no "rotate" option on for the stdMatTextureCoordAnimMode. The applicable options are: transform, tile, video, or none. If you want the texture to rotate, you have to use the transform option and play with the following:
stdMatTextureCoordTfAnimOrigin
stdMatTextureCoordTfAnimRotWaveform
stdMatTextureCoordTfAnimRotSpeed
stdMatTextureCoordTfAnimRotStartEnd
stdMatTextureCoordTfAnimScaleWaveform
stdMatTextureCoordTfAnimScaleSpeed
stdMatTextureCoordTfAnimScaleStartEnd
stdMatTextureCoordTfAnimTransWaveform
stdMatTextureCoordTfAnimTransSpeed
stdMatTextureCoordTfAnimTransStart
stdMatTextureCoordTfAnimTransEnd
Btw, what happens now that mod_bv has lost the bet?
#5
23rd Jun 2005 at 10:36 PM

Posts: 699
Thanks: 34052 in 57 Posts
Quote:
Originally Posted by MaxoidTom
There is no "rotate" option on for the stdMatTextureCoordAnimMode. The applicable options are: transform, tile, video, or none. If you want the texture to rotate, you have to use the transform option and play with the following:
(...) |
Ah, thank you very much for the hints, MaxoidTom, I appreciate it and I will certainly do further experiments.
Quote:
Originally Posted by MaxoidTom
Btw, what happens now that mod_bv has lost the bet?
|
Grin, I think he should come up with something reasonable as what kind of wager he placed, now that he has lost it... :D
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
.: Do not harass me with requests via PM, you will only get ignored :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
#6
21st Feb 2006 at 8:06 AM
Last edited by niol : 21st Feb 2006 at 12:52 PM.

Posts: 4,403
Thanks: 10603 in 115 Posts
Quote:
Originally Posted by MaxoidTom
I agree, very helpful.
There is no "rotate" option on for the stdMatTextureCoordAnimMode. The applicable options are: transform, tile, video, or none. If you want the texture to rotate, you have to use the transform option and play with the following: stdMatTextureCoordTfAnimOrigin stdMatTextureCoordTfAnimRotWaveform stdMatTextureCoordTfAnimRotSpeed stdMatTextureCoordTfAnimRotStartEnd stdMatTextureCoordTfAnimScaleWaveform stdMatTextureCoordTfAnimScaleSpeed stdMatTextureCoordTfAnimScaleStartEnd stdMatTextureCoordTfAnimTransWaveform stdMatTextureCoordTfAnimTransSpeed stdMatTextureCoordTfAnimTransStart stdMatTextureCoordTfAnimTransEnd Btw, what happens now that mod_bv has lost the bet? |
Wow, thanks for the info...

Anyway, "Btw, what happens now that mod_bv has lost the bet?"
it happened that MaxoidTom came to answer the question...!

#7
19th Mar 2006 at 10:09 AM

Posts: 4,403
Thanks: 10603 in 115 Posts
I've come across a little different problem with the textural animation,
How to use "video" for stdMatTextureCoordAnimMode.?
I've tried to use it but got no result at all seemingly, or I overlooked on something?
I've set the mode into it alone or with other combinations with tile, transform and their combinations. But, nothing visible happened... Or that, the type of combo settings just don't work while it takes others to set the video...?
Also, what objects to find for and how to use "stdMatTextureCoordTfAnimOrigin", "steamLayer1Rotation", "steamLayer2RotationX" and "steamLayer2RotationY" do...
How to know if they're set properly?
Thanks in advance...
How to use "video" for stdMatTextureCoordAnimMode.?
I've tried to use it but got no result at all seemingly, or I overlooked on something?
I've set the mode into it alone or with other combinations with tile, transform and their combinations. But, nothing visible happened... Or that, the type of combo settings just don't work while it takes others to set the video...?
Also, what objects to find for and how to use "stdMatTextureCoordTfAnimOrigin", "steamLayer1Rotation", "steamLayer2RotationX" and "steamLayer2RotationY" do...
How to know if they're set properly?
Thanks in advance...
#8
19th Mar 2006 at 12:13 PM

I believe (but am not sure) that for video an actual video has to be referenced.
#9
19th Mar 2006 at 12:54 PM

Posts: 1,109
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I lost the bet! Hmmm.... could we...(runs away) :D
#10
19th Mar 2006 at 2:39 PM

Posts: 4,403
Thanks: 10603 in 115 Posts
So, "video" can really mean the actual video files.. like avi or mpg
Thanks Fat D, I'll try to fool around the TVs to see if any clue is there...
Thanks Fat D, I'll try to fool around the TVs to see if any clue is there...
#11
20th Mar 2006 at 10:04 AM

Posts: 699
Thanks: 34052 in 57 Posts
niol: I hope you enlighten us if you come to any conclusions. :o)
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
happy simming,
Xanathon
Xanathon's Laboratory :: WishList
.: Do not harass me with requests via PM, you will only get ignored :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
.: Don't post my objects or objects derived from them on paysites or the exchange! :.
#12
20th Mar 2006 at 2:16 PM

I'm not sure, but I don't get any other possibility in my head. But I believe it has to be a special encoding.
#13
20th Mar 2006 at 3:05 PM
Last edited by niol : 16th Oct 2006 at 8:10 PM.

Posts: 4,403
Thanks: 10603 in 115 Posts
I've not found any "video" for the mode in TV TMXTs yet.
However, I've found that parameter appeared in one of the material files. It's in xml and C++ alike, and I know I suck on that still.
The material.package file is the one located "...\EA GAMES\The Sims 2\TSData\Res\Materials", but not the one in the catalogue.
This file has many programming wordings about "material" effects like water effect, steam, fight cloud, tiles, encube settings, water layers, etc...
For those interested in " A collection of standard parameterized materials" The last eighth file in my sorting
It has many definitions of those property lines there...
"video" was mentioned in this file as well, but slightly...
...
sete stdMatTextureCoordAnimMode none (none transform tile video)
#attrdescription Type of texture coordinate animation
...
create DetermineHardwareSupport()
if (strcmp("${stdMatTextureCoordAnimMode}", "video") = 0)
setb modifiyEachFrameHintFlag true
endif
...
I'm gonna experiment a bit on the some tof them a bit especially the listed one as well as
mirrorReflectionsEnabled = true/false...
Added the file just in case it's hard to find...
With it, I assume one can know almost all the common txmt properties for the base game.
Also, for every EP, each has its own material.package file in the relatively same structural directory.
Also, may check out the name map to learn the terms' references.
Wow, we may have a funny amount of things to test out, reading on the file... :moose:
********
Here's the part about how to use those properties:
#beginshader StandardMaterial
# --- Default values for shader parameters -------------------------------------
# Comment below marks this as the start of attributes which are set by artists
# in Maya for the standard material
#BeginStdAttrBlock
set shaderNotifyString ""
set shaderNotifyString ""
#attrdescription Notification string sent out whenever material is rendered
seti stdMatLayer 0 # min:-32 max:32
#attrdescription Layer for drawing. Higher numbers are drawn later. 0 is the default.
sete stdMatFillMode solid (solid wireframe)
#attrdescription Type of primitive rendering
sete stdMatCullMode cullClockwise (none cullClockwise cullCounterClockwise)
#attrdescription Culling (usually back-face) of primitive rendering
setb stdMatLightingEnabled true
#attrdescription Whether to light surfaces with this material applied to them
sete stdMatMinLightRangeHint 4 (1 2 4)
#attrdescription The minimum required light intensity range this material must support
sete stdMatAlphaBlendMode none (none blend additive addNoSrcAlphaScale)
#attrdescription Use none for opaque surfaces or mask surfaces; additive scales colors against alpha and adds to destination; addNoSrcAlphaScale adds color and alpha to dest.
setb stdMatAlphaTestEnabled false
#attrdescription Turn this on for mask surfaces
seti stdMatAlphaRefValue 127 # min:0 max:255
#attrdescription For mask surfaces, threshold value for alpha
setf stdMatAlphaMultiplier 1 # min:-5 max:5
#attrdescription Straight multiplier on alpha channel
setb stdMatBaseTextureAlphaReplicate false
#attrdescription Whether to expect a grayscale "-alpha" texture and use
#attrdescription that one value for all three color channels.
set stdMatBaseTextureParam ""
#attrdescription Extra parameters for the base texture, enabling e.g. procedurally
#attrdescription generated textures to be specified
set stdMatSpecMaskTextureParam ""
#attrdescription Extra parameters for the spec mask texture, enabling e.g. procedurally
#attrdescription generated textures to be specified
set stdMatNormalMapTextureParam ""
#attrdescription Extra parameters for the normal map (bump map) texture, enabling e.g.
#attrdescription procedurally generated textures to be specified
set stdMatCutoutTextureParam ""
#attrdescription Extra parameters for the cutout texture, enabling e.g. procedurally
#attrdescription generated textures to be specified
set stdMatEnvCubeTextureParam ""
#attrdescription Extra parameters for the env cube texture, enabling e.g. procedurally
#attrdescription generated textures to be specified
sete stdMatEnvCubeMode none (none reflection)
#attrdescription What kind of env cube is expected
setf stdMatEnvCubeBlurFactor 0 # min:0 max:64
#attrdescription Blurriness of environment cube reflections/radiance
setb stdMatEnvCubeLockedToCamera false
#attrdescription If true, the environment cube is locked to the camera.
sete stdMatTextureCoordAnimMode none (none transform tile video)
#attrdescription Type of texture coordinate animation
setv2 stdMatTextureCoordTfAnimOrigin (0.5, 0.5)
#attrdescription Origin of rotation and scale for when 'transform' texture
#attrdescription coordinate animation is enabled
setf stdMatTextureCoordTfAnimRotSpeed 0 # min:0 max:60
#attrdescription Revolutions per second for when 'transform' texture coordinate
#attrdescription animation is enabled, or zero to disable rotation animation
setv2 stdMatTextureCoordTfAnimRotStartEnd (0, 1)
#attrdescription Rotation start/end position (1=360deg) for when 'transform'
#attrdescription texture coordinate animation is enabled
sete stdMatTextureCoordTfAnimRotWaveform triangular (sawtooth triangular sine)
#attrdescription Rotation waveform type for when 'transform' texture coordinate
#attrdescription animation is enabled
setf stdMatTextureCoordTfAnimScaleSpeed 0 # min:0 max:60
#attrdescription Scale cycles per second for when 'transform' texture coordinate
#attrdescription animation is enabled, or zero to disable scale animation
setv2 stdMatTextureCoordTfAnimScaleStartEnd (1, 2) # min:0.001 max:100
#attrdescription Scale start/end values for when 'transform' texture coordinate
#attrdescription animation is enabled
sete stdMatTextureCoordTfAnimScaleWaveform triangular (sawtooth triangular sine)
#attrdescription Scale waveform type for when 'transform' texture coordinate
#attrdescription animation is enabled
setf stdMatTextureCoordTfAnimTransSpeed 0 # min:0 max:60
#attrdescription Translation cycles per second for when 'transform' texture coordinate
#attrdescription animation is enabled, or zero to disable translation animation
setv2 stdMatTextureCoordTfAnimTransStart (0, 0)
#attrdescription Translation start UV coords for when 'transform' texture coordinate
#attrdescription animation is enabled
setv2 stdMatTextureCoordTfAnimTransEnd (0, 0)
#attrdescription Translation end UV coords for when 'transform' texture coordinate
#attrdescription animation is enabled
sete stdMatTextureCoordTfAnimTransWaveform triangular (sawtooth triangular sine)
#attrdescription Translation waveform type for when 'transform' texture coordinate
#attrdescription animation is enabled
setf stdMatTextureCoordTileAnimSpeed 0 # min:0 max:60
#attrdescription The number of tiles per second for when 'tile' texture coordinate
#attrdescription animation is enabled
setv2 stdMatTextureCoordAnimNumTiles (1,1)
#attrdescription Defines number of tiles in the source texture for when 'tile'
#attrdescription texture coordinate animation is enabled
setb forceHighQualitySkinning false
#attrdescription When enabled, the object will ignore the skinning quality settings.
#attrdescription Only to be used on troublesome objects that require more-than-one bone.
# Comment below marks this as the end of attributes which are set by artists
# in Maya for the standard material
#EndStdAttrBlock
setv3 stdMatDiffCoef (1,1,1)
setv3 stdMatSpecCoef (0,0,0)
setv3 stdMatEmissiveCoef (0,0,0)
setv3 stdMatEnvCubeCoef (0,0,0)
setf stdMatSpecPower 0
setf stdMatUntexturedDiffAlpha 1
setb stdMatBaseTextureEnabled false
setb stdMatSpecMaskTextureEnabled false
setb stdMatNormalMapTextureEnabled false
setb stdMatReduceBoneWeights false # only applies the first (most important) weight.
setb stdMatMorphState true # whether morph targets are applied.
set stdMatBaseTextureName reggrid
set stdMatSpecMaskTextureName reggrid
set stdMatNormalMapTextureName reggrid-bump
set stdMatCutoutTextureName "0" # default is not to do cutouts
set stdMatEnvCubeTextureName reflectionCubeTemplate-envcube
sete stdMatBaseTextureAddressingU tile (tile mirror clamp borderColor)
sete stdMatBaseTextureAddressingV tile (tile mirror clamp borderColor)
sete stdMatBaseTextureAddressingW tile (tile mirror clamp borderColor)
sete stdMatSpecMaskTextureAddressingU tile (tile mirror clamp borderColor)
sete stdMatSpecMaskTextureAddressingV tile (tile mirror clamp borderColor)
sete stdMatSpecMaskTextureAddressingW tile (tile mirror clamp borderColor)
sete stdMatNormalMapTextureAddressingU tile (tile mirror clamp borderColor)
sete stdMatNormalMapTextureAddressingV tile (tile mirror clamp borderColor)
sete stdMatNormalMapTextureAddressingW tile (tile mirror clamp borderColor)
sete stdMatCutoutTextureAddressingU clamp (tile mirror clamp borderColor)
sete stdMatCutoutTextureAddressingV clamp (tile mirror clamp borderColor)
sete stdMatCutoutTextureAddressingW clamp (tile mirror clamp borderColor)
# the only bumpMapping flag now, default on for clockwork, contentviewer, casie, etc. Config manager will set off.
# defaulting VS2 light looping OFF, since radeons as of (6/6/2004) are broken in some cases
setb bumpMapping true
setb flagSkinnedObjects false
#setb mirrorReflectionsEnabled false
setb vs2LoopsFunctional false
setb causticsEnabled false
setb appInDebugMode false
seti stdMatShapeColorIndex -1
#setc stdMatShadowColor (0.33, 0.33, 0.39)
setc stdMatShadowColor (0.63, 0.63, 0.85)
# Default shadow colour. Generally this will be overridden by code.
However, I've found that parameter appeared in one of the material files. It's in xml and C++ alike, and I know I suck on that still.
The material.package file is the one located "...\EA GAMES\The Sims 2\TSData\Res\Materials", but not the one in the catalogue.
This file has many programming wordings about "material" effects like water effect, steam, fight cloud, tiles, encube settings, water layers, etc...
For those interested in " A collection of standard parameterized materials" The last eighth file in my sorting
It has many definitions of those property lines there...
"video" was mentioned in this file as well, but slightly...
...
sete stdMatTextureCoordAnimMode none (none transform tile video)
#attrdescription Type of texture coordinate animation
...
create DetermineHardwareSupport()
if (strcmp("${stdMatTextureCoordAnimMode}", "video") = 0)
setb modifiyEachFrameHintFlag true
endif
...
I'm gonna experiment a bit on the some tof them a bit especially the listed one as well as
mirrorReflectionsEnabled = true/false...
Added the file just in case it's hard to find...
With it, I assume one can know almost all the common txmt properties for the base game.
Also, for every EP, each has its own material.package file in the relatively same structural directory.
Also, may check out the name map to learn the terms' references.
Wow, we may have a funny amount of things to test out, reading on the file... :moose:
********
Here's the part about how to use those properties:
#beginshader StandardMaterial
# --- Default values for shader parameters -------------------------------------
# Comment below marks this as the start of attributes which are set by artists
# in Maya for the standard material
#BeginStdAttrBlock
set shaderNotifyString ""
set shaderNotifyString ""
#attrdescription Notification string sent out whenever material is rendered
seti stdMatLayer 0 # min:-32 max:32
#attrdescription Layer for drawing. Higher numbers are drawn later. 0 is the default.
sete stdMatFillMode solid (solid wireframe)
#attrdescription Type of primitive rendering
sete stdMatCullMode cullClockwise (none cullClockwise cullCounterClockwise)
#attrdescription Culling (usually back-face) of primitive rendering
setb stdMatLightingEnabled true
#attrdescription Whether to light surfaces with this material applied to them
sete stdMatMinLightRangeHint 4 (1 2 4)
#attrdescription The minimum required light intensity range this material must support
sete stdMatAlphaBlendMode none (none blend additive addNoSrcAlphaScale)
#attrdescription Use none for opaque surfaces or mask surfaces; additive scales colors against alpha and adds to destination; addNoSrcAlphaScale adds color and alpha to dest.
setb stdMatAlphaTestEnabled false
#attrdescription Turn this on for mask surfaces
seti stdMatAlphaRefValue 127 # min:0 max:255
#attrdescription For mask surfaces, threshold value for alpha
setf stdMatAlphaMultiplier 1 # min:-5 max:5
#attrdescription Straight multiplier on alpha channel
setb stdMatBaseTextureAlphaReplicate false
#attrdescription Whether to expect a grayscale "-alpha" texture and use
#attrdescription that one value for all three color channels.
set stdMatBaseTextureParam ""
#attrdescription Extra parameters for the base texture, enabling e.g. procedurally
#attrdescription generated textures to be specified
set stdMatSpecMaskTextureParam ""
#attrdescription Extra parameters for the spec mask texture, enabling e.g. procedurally
#attrdescription generated textures to be specified
set stdMatNormalMapTextureParam ""
#attrdescription Extra parameters for the normal map (bump map) texture, enabling e.g.
#attrdescription procedurally generated textures to be specified
set stdMatCutoutTextureParam ""
#attrdescription Extra parameters for the cutout texture, enabling e.g. procedurally
#attrdescription generated textures to be specified
set stdMatEnvCubeTextureParam ""
#attrdescription Extra parameters for the env cube texture, enabling e.g. procedurally
#attrdescription generated textures to be specified
sete stdMatEnvCubeMode none (none reflection)
#attrdescription What kind of env cube is expected
setf stdMatEnvCubeBlurFactor 0 # min:0 max:64
#attrdescription Blurriness of environment cube reflections/radiance
setb stdMatEnvCubeLockedToCamera false
#attrdescription If true, the environment cube is locked to the camera.
sete stdMatTextureCoordAnimMode none (none transform tile video)
#attrdescription Type of texture coordinate animation
setv2 stdMatTextureCoordTfAnimOrigin (0.5, 0.5)
#attrdescription Origin of rotation and scale for when 'transform' texture
#attrdescription coordinate animation is enabled
setf stdMatTextureCoordTfAnimRotSpeed 0 # min:0 max:60
#attrdescription Revolutions per second for when 'transform' texture coordinate
#attrdescription animation is enabled, or zero to disable rotation animation
setv2 stdMatTextureCoordTfAnimRotStartEnd (0, 1)
#attrdescription Rotation start/end position (1=360deg) for when 'transform'
#attrdescription texture coordinate animation is enabled
sete stdMatTextureCoordTfAnimRotWaveform triangular (sawtooth triangular sine)
#attrdescription Rotation waveform type for when 'transform' texture coordinate
#attrdescription animation is enabled
setf stdMatTextureCoordTfAnimScaleSpeed 0 # min:0 max:60
#attrdescription Scale cycles per second for when 'transform' texture coordinate
#attrdescription animation is enabled, or zero to disable scale animation
setv2 stdMatTextureCoordTfAnimScaleStartEnd (1, 2) # min:0.001 max:100
#attrdescription Scale start/end values for when 'transform' texture coordinate
#attrdescription animation is enabled
sete stdMatTextureCoordTfAnimScaleWaveform triangular (sawtooth triangular sine)
#attrdescription Scale waveform type for when 'transform' texture coordinate
#attrdescription animation is enabled
setf stdMatTextureCoordTfAnimTransSpeed 0 # min:0 max:60
#attrdescription Translation cycles per second for when 'transform' texture coordinate
#attrdescription animation is enabled, or zero to disable translation animation
setv2 stdMatTextureCoordTfAnimTransStart (0, 0)
#attrdescription Translation start UV coords for when 'transform' texture coordinate
#attrdescription animation is enabled
setv2 stdMatTextureCoordTfAnimTransEnd (0, 0)
#attrdescription Translation end UV coords for when 'transform' texture coordinate
#attrdescription animation is enabled
sete stdMatTextureCoordTfAnimTransWaveform triangular (sawtooth triangular sine)
#attrdescription Translation waveform type for when 'transform' texture coordinate
#attrdescription animation is enabled
setf stdMatTextureCoordTileAnimSpeed 0 # min:0 max:60
#attrdescription The number of tiles per second for when 'tile' texture coordinate
#attrdescription animation is enabled
setv2 stdMatTextureCoordAnimNumTiles (1,1)
#attrdescription Defines number of tiles in the source texture for when 'tile'
#attrdescription texture coordinate animation is enabled
setb forceHighQualitySkinning false
#attrdescription When enabled, the object will ignore the skinning quality settings.
#attrdescription Only to be used on troublesome objects that require more-than-one bone.
# Comment below marks this as the end of attributes which are set by artists
# in Maya for the standard material
#EndStdAttrBlock
setv3 stdMatDiffCoef (1,1,1)
setv3 stdMatSpecCoef (0,0,0)
setv3 stdMatEmissiveCoef (0,0,0)
setv3 stdMatEnvCubeCoef (0,0,0)
setf stdMatSpecPower 0
setf stdMatUntexturedDiffAlpha 1
setb stdMatBaseTextureEnabled false
setb stdMatSpecMaskTextureEnabled false
setb stdMatNormalMapTextureEnabled false
setb stdMatReduceBoneWeights false # only applies the first (most important) weight.
setb stdMatMorphState true # whether morph targets are applied.
set stdMatBaseTextureName reggrid
set stdMatSpecMaskTextureName reggrid
set stdMatNormalMapTextureName reggrid-bump
set stdMatCutoutTextureName "0" # default is not to do cutouts
set stdMatEnvCubeTextureName reflectionCubeTemplate-envcube
sete stdMatBaseTextureAddressingU tile (tile mirror clamp borderColor)
sete stdMatBaseTextureAddressingV tile (tile mirror clamp borderColor)
sete stdMatBaseTextureAddressingW tile (tile mirror clamp borderColor)
sete stdMatSpecMaskTextureAddressingU tile (tile mirror clamp borderColor)
sete stdMatSpecMaskTextureAddressingV tile (tile mirror clamp borderColor)
sete stdMatSpecMaskTextureAddressingW tile (tile mirror clamp borderColor)
sete stdMatNormalMapTextureAddressingU tile (tile mirror clamp borderColor)
sete stdMatNormalMapTextureAddressingV tile (tile mirror clamp borderColor)
sete stdMatNormalMapTextureAddressingW tile (tile mirror clamp borderColor)
sete stdMatCutoutTextureAddressingU clamp (tile mirror clamp borderColor)
sete stdMatCutoutTextureAddressingV clamp (tile mirror clamp borderColor)
sete stdMatCutoutTextureAddressingW clamp (tile mirror clamp borderColor)
# the only bumpMapping flag now, default on for clockwork, contentviewer, casie, etc. Config manager will set off.
# defaulting VS2 light looping OFF, since radeons as of (6/6/2004) are broken in some cases
setb bumpMapping true
setb flagSkinnedObjects false
#setb mirrorReflectionsEnabled false
setb vs2LoopsFunctional false
setb causticsEnabled false
setb appInDebugMode false
seti stdMatShapeColorIndex -1
#setc stdMatShadowColor (0.33, 0.33, 0.39)
setc stdMatShadowColor (0.63, 0.63, 0.85)
# Default shadow colour. Generally this will be overridden by code.
Attached files:
![]() |
A collection of standard parameterized materials.rar (7.4 KB, 31 downloads) |
#14
24th Mar 2006 at 6:07 AM

Posts: 203
Thanks: 10214 in 33 Posts
Niol - have you found a parameter for the animation settings in the Material Definition that will tell it to animate only once, rather than continually loop? Eg. run from cell #1 to last cell x and stop back at cell #1 (or stop at last cell x, it doesn't matter which)?
I live vicariously through my Sims. This is a sad reflection on my life and theirs.
I live vicariously through my Sims. This is a sad reflection on my life and theirs.
#15
24th Mar 2006 at 8:16 AM

Darylmarkloc - I don't know if such a parameter exists, but in any case it would be quite useless: the animation would run only once when the lot is loaded (and you are probably not watching it) and then never again.
My suggestion is to to create two Material Definitions, one animated and one static (frame rate = 0), pointing to the same texture; and then, when the animation is needed, you can use a BHAV like this:
I've finally started my Journal. Information only, no questions.
My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)
My suggestion is to to create two Material Definitions, one animated and one static (frame rate = 0), pointing to the same texture; and then, when the animation is needed, you can use a BHAV like this:
Code:
- Change Material -> changes to animated material
- Idle (minutes) -> waits n sim-minutes
- Change Material -> changes back to "static" TXMT
I've finally started my Journal. Information only, no questions.
My latest activity: CEP 9.2.0! - AnyGameStarter 2.1.1 (UPD) - Scriptorium v.2.2f - Photo & Plaques hide with walls - Magazine Rack (UPD) - Animated Windows Hack (UPD) - Custom Instrument Hack (UPD) - Drivable Cars Without Nightlife (UPD) - Courtesy Lights (FIX) - Custom Fence-Arches - Painting-TV - Smarter Lights (UPD)
I *DON'T* accept requests, sorry.
#16
24th Mar 2006 at 10:48 AM

Posts: 203
Thanks: 10214 in 33 Posts
Numenor - Ahh..after fiddling for a while, I thought it might have to be something like that. My intention was to have a 'fade in' and 'fade out' color graduation effect on a texture when the player selected 'On' or 'Off' from a menu. If it had been a simple setting I would have included the effect but it isn't that important. Purely a cosmetic thing..
I live vicariously through my Sims. This is a sad reflection on my life and theirs.
I live vicariously through my Sims. This is a sad reflection on my life and theirs.
#17
25th Mar 2006 at 7:22 AM
Last edited by niol : 24th Dec 2006 at 10:52 PM.

Posts: 4,403
Thanks: 10603 in 115 Posts
Numenor,
Thanks for answering that coz you know I don't know sufficient to answer that yet. ^_^
darylmarkloc,
I've not checked out more lately. I've messed up 2 of my game copies. One has serious problems after patching while the another one has its custom folder erased partially due to some unknown reasons. I lost my latest lots in that folder, but luckily I exported most of them out. Still finding ways to revive the sims... The files are still there, but the sims aren't working laying down on the floor like sick but moving.
Anyway just my stating the obvious, if there're some repetitive parts of your animations, you may also add some looping lines in bhav and combine the "on" and them serially.
Dec2006:
Here's a little bit more about the video setting.
define VertexShaderTextureMatrixAnimation()
if (strcmp("${stdMatTextureCoordAnimMode}", "transform") = 0)
#trace "Texture matrix animation enabled $currentMaterialName"
if ($stdMatTextureCoordTfAnimScaleStartEnd.x = 0.0)
setv2 stdMatTextureCoordTfAnimScaleStartEnd (0.001, $stdMatTextureCoordTfAnimScaleStartEnd.y)
endif
textureMatrixAnimation -targetType vsConstants -targetRegister 11 -aorigin $stdMatTextureCoordTfAnimOrigin -arot $stdMatTextureCoordTfAnimRotWaveform $stdMatTextureCoordTfAnimRotSpeed 0 $stdMatTextureCoordTfAnimRotStartEnd -ascale $stdMatTextureCoordTfAnimScaleWaveform $stdMatTextureCoordTfAnimScaleSpeed 0 $stdMatTextureCoordTfAnimScaleStartEnd -atrans $stdMatTextureCoordTfAnimTransWaveform $stdMatTextureCoordTfAnimTransSpeed 0 $stdMatTextureCoordTfAnimTransStart $stdMatTextureCoordTfAnimTransEnd
endif
if (strcmp("${stdMatTextureCoordAnimMode}", "tile") = 0)
#trace "Texture tile animation enabled $currentMaterialName"
textureTileAnimation $stdMatTextureCoordTileAnimSpeed -tiles $stdMatTextureCoordAnimNumTiles -targetType vsConstants -targetRegister 11
endif
if (strcmp("${stdMatTextureCoordAnimMode}", "video") = 0)
#trace("video texture mode\n")
sendNotifyString $shaderNotifyString
endif
enddef
Thanks for answering that coz you know I don't know sufficient to answer that yet. ^_^
darylmarkloc,
I've not checked out more lately. I've messed up 2 of my game copies. One has serious problems after patching while the another one has its custom folder erased partially due to some unknown reasons. I lost my latest lots in that folder, but luckily I exported most of them out. Still finding ways to revive the sims... The files are still there, but the sims aren't working laying down on the floor like sick but moving.
Anyway just my stating the obvious, if there're some repetitive parts of your animations, you may also add some looping lines in bhav and combine the "on" and them serially.
Dec2006:
Here's a little bit more about the video setting.
define VertexShaderTextureMatrixAnimation()
if (strcmp("${stdMatTextureCoordAnimMode}", "transform") = 0)
#trace "Texture matrix animation enabled $currentMaterialName"
if ($stdMatTextureCoordTfAnimScaleStartEnd.x = 0.0)
setv2 stdMatTextureCoordTfAnimScaleStartEnd (0.001, $stdMatTextureCoordTfAnimScaleStartEnd.y)
endif
textureMatrixAnimation -targetType vsConstants -targetRegister 11 -aorigin $stdMatTextureCoordTfAnimOrigin -arot $stdMatTextureCoordTfAnimRotWaveform $stdMatTextureCoordTfAnimRotSpeed 0 $stdMatTextureCoordTfAnimRotStartEnd -ascale $stdMatTextureCoordTfAnimScaleWaveform $stdMatTextureCoordTfAnimScaleSpeed 0 $stdMatTextureCoordTfAnimScaleStartEnd -atrans $stdMatTextureCoordTfAnimTransWaveform $stdMatTextureCoordTfAnimTransSpeed 0 $stdMatTextureCoordTfAnimTransStart $stdMatTextureCoordTfAnimTransEnd
endif
if (strcmp("${stdMatTextureCoordAnimMode}", "tile") = 0)
#trace "Texture tile animation enabled $currentMaterialName"
textureTileAnimation $stdMatTextureCoordTileAnimSpeed -tiles $stdMatTextureCoordAnimNumTiles -targetType vsConstants -targetRegister 11
endif
if (strcmp("${stdMatTextureCoordAnimMode}", "video") = 0)
#trace("video texture mode\n")
sendNotifyString $shaderNotifyString
endif
enddef
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