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jwhop3 Profile
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Registered: 01-2012
Posts: 163
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animated flag?


Anyone know if there was a template for the flag itself? Is there a paintshop script to create the animations from a standard flag? I have a pretty good tutorial on how to make a flag furl in the wind, but to do 100 different bitmaps would take forever.

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Sprint Cup races would be just fine with 36 cars.
1/20/2012, 12:16 pm Link to this post PM jwhop3 Blog
 
amtronic Profile
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Registered: 01-2012
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Re: animated flag?


Don't know about a template, but its LeeUSA I think that has the animated American flag mips replaced with animated Whelen flags. That may help seeing how they did the new mips.

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http://nr2k3tracks.com/
for tracks, mods, and utilities.
1/22/2012, 6:02 pm Link to this post PM amtronic Blog
 
jwhop3 Profile
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Re: animated flag?


Awesome, exactly what I was looking for.

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Sprint Cup races would be just fine with 36 cars.
1/23/2012, 8:44 am Link to this post PM jwhop3 Blog
 
srcarvalho Profile
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Re: animated flag?


if i remeber myself here king da did some scripts a year back and they're posted over thuepits tutorial forum

well i had here and here they are

Code:
##################################
#
# Initial Variables
#
##################################
maEmpty: EMPTY_MESH

##################################
#
# meshes
#
##################################

flag_mesh: MESH_GROUP "flag.pas"

# Object which holds the flag emoticon
pole: MESH flag_mesh pole

# import your flags
# you can use the same object
# and swap the texture with "MODIFY TEXTURE BASE_TEXTURE" command
# (see make3do.doc for details)
flag_01: MESH flag_mesh flag_01
flag_02: MESH flag_mesh flag_02
flag_03: MESH flag_mesh flag_03
flag_04: MESH flag_mesh flag_04

# Here we have the "animation" switches for the flags
# They have to be called as animation nodes in sandbox
# (see Track Side Objects Properties window
# the numbers stand for the frames (e.g. 25 is frame 25)
slow_ani: STATE_SWITCH Var slow (0 flag_01, 25 flag_02, 50 flag_01, 75 flag_02, 100)
med_ani: STATE_SWITCH Var medium (0 flag_02, 12 flag_03, 24 flag_02, 36 flag_03, 48)
fast_ani: STATE_SWITCH Var fast (0 flag_03, 6 flag_04, 12 flag_03, 18 flag_04, 24)

# This switches switch the animation at different windspeeds
# you can set the windspeed to your liking
# (except first two values and last value)
flag_wind: STATE_SWITCH Var wind_speed (0 flag_01, 0.1 slow_ani, 4.25 med_ani, 8.5 fast_ani, 17)

# our static flag used when "animated Objects" are disabled
static_flag: GROUP(flag_01, pole)

# our animated flag
animated_flag: GROUP(flag_wind, pole)

#Switch for the option "animated Objects"
animObj_swi: STATE_SWITCH Var AnimObjs (0.1 static_flag, 1 animated_flag, 1.9)

# output
OUTPUT animObj_swi "test_flag.3do"



Last edited by srcarvalho, 2/3/2012, 6:55 pm


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What get us in trouble is not what we don't know
It's what we know for sure that just ain't so...

My old nick here was nasdriv87, i dunno why i can't get it back, maybe cuz my old email has gone forever
2/3/2012, 6:52 pm Link to this post PM srcarvalho Blog
 


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