How did you find this tutorial? |
Very helpful |
|
58% |
[ 31 ] |
Very helpful |
|
15% |
[ 8 ] |
Very helpful |
|
26% |
[ 14 ] |
|
Total Votes : 53 |
|
Author |
Message |
  |
|
GT
MM2C Guru
Joined: 18 Mar 2005
Posts: 1771
Status: Offline
|
Post subject: |
|
|
Personally, I have AutoSave enabled, every 3 minutes. Especially when I used Vista, Zmod would often bug out, so I needed it. Also, I gave up with Vista this week.
I don't like spectacular highlight either, but I like the reflections.
 |
|
23 May 2008 07:05 pm |
|
|
HummersRock
...is still seeing colours.
Joined: 20 Feb 2006
Posts: 2669
Location: Magic Mushroom Land
Status: Offline
|
Post subject: |
|
|
I don't like autosave, it saved my mistakes too much, so I disabled it long ago.
You mean your finally being smart and giving up on Vista for good and going with XP?  _________________ My MM2 Creations | My DeviantArt
 |
|
23 May 2008 07:46 pm |
|
|
GT
MM2C Guru
Joined: 18 Mar 2005
Posts: 1771
Status: Offline
|
Post subject: |
|
|
Looks like it doesn't it  |
|
23 May 2008 08:00 pm |
|
|
Silent1Unknown
a.k.a. Silent
Joined: 10 May 2007
Posts: 831
Status: Offline
|
Post subject: |
|
|
The Tutorial Package is released! It contains the PDF manual, a folder containf all the pictures used in the PDF in their original form and the Z3D and the AR files of the Jeep.
So far, Franch88 has uploaded it -------> DOWNLOAD.
I also give permission to 3DAutos, MM2Tracks, MMArchive and MM2Br to host it if they want to. _________________ 2010 MM2C AWARDS
Most Helpful to the Community Award
Mr. Nice Guy Award
Helping Hand Award
Last edited by Silent1Unknown on 08 Mar 2009 11:54 am; edited 1 time in total |
|
26 May 2008 09:15 pm |
|
|
alexsim2004
MM2C Forums Addict
Joined: 17 Feb 2005
Posts: 818
Location: Coventry, England
Status: Offline
|
Post subject: |
|
|
This is great and all in one place to download and read offline at leisure - fantastic - Definetely should be sticky'd  _________________
 |
|
26 May 2008 09:21 pm |
|
|
thenthornthing
MM2C Hooligan
Joined: 18 Jan 2007
Posts: 4409
Status: Offline
|
Post subject: |
|
|
Whey, great stuff silent! _________________ So it's "Goodnight" from me. And it's "Goodnight" from him. Goodnight! |
|
26 May 2008 09:32 pm |
|
|
Franch88
Re-Member
Joined: 20 Nov 2007
Posts: 588
Location: Italy
Status: Offline
|
Post subject: |
|
|
Silent1Unknown wrote: |
So far, Franch88 has uploaded it -------> DOWNLOAD.
I also give permission to 3DAutos, MM2Tracks, MMArchive and MM2Br to host it if they want to. |
Yeah, I've uploaded is some days ago. You can also rename the file, I've decided that name.
Better that the hosting processes starts. The MM2X server is fast, but too leech there could give some slowing problems.  _________________ Fiat 500 = Italian motorization.
|Franch88's MM2 Releases||MM2X.com| |
|
26 May 2008 09:37 pm |
|
|
GT
MM2C Guru
Joined: 18 Mar 2005
Posts: 1771
Status: Offline
|
Post subject: |
|
|
If I had a working site, I would put it on there.
I'll put it on the new version. |
|
26 May 2008 09:43 pm |
|
|
Silent1Unknown
a.k.a. Silent
Joined: 10 May 2007
Posts: 831
Status: Offline
|
Post subject: |
|
|
How to Make Animated Textures:
Suppose you have some faces on your car that you want to appear animated in game.
First, you'll need a sequence of images or "frames" for the intended animated scene. Here is an example:
Notice the names of the frames (I randomly chose the 'hype' part).
hype.tga is the original texture we will use as a guide for texture-mapping in ZM.
hype-0001.tga will be the first frame of the animation.
hype-0002.tga will be the second frame of the animation.
hype-0003.tga will be the third.
hype-0004.tga will be the fourth.
.... etc. These frames are not needed texture the faces in ZM. Just keep them in the TEXTURE folder.
In order for animations to continue forever, there is a jump from the last frame to the first frame. Think "circle". SO, its important that the sequence of images have a nice flow in the circle. Notice that there are only 4 unique (different) frames above (00001, 0002, 0003 and 0004). 0005 is just a copy of 0003 and 0006 is a copy of 0002. This maintains the flow in the animation. Think of it as filling in the gap in the circle (between 0004 and 0001 that would otherwise cause abrupt motions in the dancing man animation).
Also notice that the original texture, hype.tga, is a copy of one of the frames. It doesn't matter which one. Its just used to guide in the texturing part and ensures that the animation fits in the desired faces. Otherwise, it is doesn't have anything to do with the animation.
Ok, so we have our frames. Now open up ZM and make some faces to put the animation on. I just put 2 faces on top of the Cherokee.
Then, texture those two faces with the original texture, namely, hype.tga.
Remember to copy a <default material> and load the hype.tga as Primary Texture in Material Editor first. Also, since we're dealing with transparent parts, set the material type to Glowing.
Save and Export as you normally would. Quit ZM.
Now go into the TEXTURE folder and take out the original texture, hype.tga. You can delete it or move it anywhere else. Just keep it out of the 6 main folders.
Finally, open up NotePad and type a number (I typed in '2'). This number will represent the framerate (frames per second, I think) of the animation. Then save the file and name it as hype.movie and put this in the TUNE folder. This name is just like the original texture name hype.tga, but the .tga is replaced by .movie.
All set? Make the AR file and put it in game. You should see the animation on top of the car.
Sorry, my pc's a bit slow when it comes to multi-tasking. But the animation works fine if I'm not recording it. If you need to adjust the pace of the animation, edit the .movie file in the TUNE folder.
Summary
The original texture used to map faces in ZM will have the general name name.tga
The frames will have names of the format:
name-0001.tga
name-0002.tga
name-0003.tga
... and so on.
Remove the original texture, name.tga, from the TEXTURE folder.
Make the name.movie file using MS NotePad and save it in the TUNE folder. This file should only contain a number (such as 1, 20, 5, 100, 0.5 ......etc).
Don't forget that the textures should be square in dimensions (32x32, 64x64, 128x128 ...). If transparencies are involved, use .tga format and set type to glowing.
Thats all there is to it. Pretty straight-forward stuff. Just don't use this technique to make dancing men. Rather, this can help make sliding doors, windshield wipers, GPS....anything of that sort. Keep it simple.
And if you're confused about anything, check out the following threads:
1. http://forum.mm2c.com/viewtopic.php?t=12048&highlight=how++animate+textures
2. http://forum.mm2c.com/viewtopic.php?t=3365&start=0&postdays=0&postorder=asc&highlight=
3. http://forum.mm2c.com/viewtopic.php?t=11269&highlight=how++animate+textures
JUMP TO ANOTHER LESSON:
LESSON 1: SOFTWARE & BLUEPRINTS - PAGE 1
LESSON 2 PART 1: MODELING THE SIDE - PAGE 2
LESSON 2 PART 2: MODELING THE REST OF THE BODY - PAGE 3
LESSON 3: TEXTURING - PAGE 3
LESSON 4 PART 1: FINISHING TOUCHES - PAGE 4
LESSON 4 PART 2: THE OBJECT LIST - PAGE 4
LESSON 5: PACKAGING TO .AR - PAGE 5
LESSON 6: THE EXTRAS - PAGE 6
LESSON 7: MODELING REFINED - PAGE 6
TUNING AND AUDIO FILES EXPLAINED - PAGE 7
HOW TO MAKE ANIMATED TEXTURES - PAGE 8
HOW TO MAKE A COP CAR & SIRENS - PAGE 11
DOWNLOADS:
PDF VERSION (LESSONS 1 - 7 ONLY) + JEEP.Z3D + JEEP.AR - MMARCHIVE - MM2X
LESSON 1 - VIDEO
LESSON 2 - VIDEO
_________________ 2010 MM2C AWARDS
Most Helpful to the Community Award
Mr. Nice Guy Award
Helping Hand Award
Last edited by Silent1Unknown on 08 Mar 2009 12:49 pm; edited 2 times in total |
|
31 May 2008 04:35 am |
|
|
GN08_CGU
MM2C Regular
Joined: 02 May 2008
Posts: 186
Status: Offline
|
|
31 May 2008 06:38 am |
|
|
thenthornthing
MM2C Hooligan
Joined: 18 Jan 2007
Posts: 4409
Status: Offline
|
Post subject: |
|
|
You're getting good at this lol.
Great stuff _________________ So it's "Goodnight" from me. And it's "Goodnight" from him. Goodnight! |
|
31 May 2008 07:05 am |
|
|
alexsim2004
MM2C Forums Addict
Joined: 17 Feb 2005
Posts: 818
Location: Coventry, England
Status: Offline
|
Post subject: |
|
|
Looks good - very easy to understand  _________________
 |
|
31 May 2008 09:45 am |
|
|
Riva
Rivalicious
Joined: 29 Jan 2003
Posts: 1130
Location: Belgium
Status: Offline
|
Post subject: |
|
|
Just think now the animation made by Hummfred about the speed shifting on the BMW M3 Concept
Nice update on your excellent tutorial Silent. _________________
|
|
31 May 2008 10:22 pm |
|
|
Jason
ಠ__ಠ

Joined: 25 Jul 2002
Posts: 4109
Location: Ontario
Status: Offline
|
Post subject: |
|
|
This is great coverage Silent, here you get a cookie .....(::)
This is probably the most complete tutorial ever for MM2, you've done a good job. Did you go over Aud tuning in Excel yet? _________________
 |
|
01 Jun 2008 12:46 am |
|
|
Silent1Unknown
a.k.a. Silent
Joined: 10 May 2007
Posts: 831
Status: Offline
|
Post subject: |
|
|
Jason wrote: |
Did you go over Aud tuning in Excel yet? |
I quoted something about it on the previous page. But I will look more into it - the complete AUD tutorial.
Right now, I'm researching extra objects and visual effects....not too much though, just simple things for beginners. Expect something about sirens and wheels soon.
That reminds me, I think you know something about sirens, Jason. You were writing a tutorial yourself a long time ago. Care to share? _________________ 2010 MM2C AWARDS
Most Helpful to the Community Award
Mr. Nice Guy Award
Helping Hand Award |
|
01 Jun 2008 02:33 am |
|
|
|