pipeline scrolling uv ?
Blitz3D Forums/Blitz3D Beginners Area/pipeline scrolling uv ?
| ||
hi, i've try to do a simple uv scrolling with the b3dpipeline but i'm confused, and noway to find example to do that :'( here is my code: ;------------------------------------------------------- Graphics3D 1440,900,32,1 Include "B3dExtensions.bb" AntiAlias enable SetBuffer=BackBuffer() ClearWorld camera = CreateCamera() PositionEntity camera,0,8,-26 plan.EXT_ENTITY=EXT_LoadEntity("scroll.b3d") While Not KeyHit(1) EXT_UpdateAnimMaps(plan) UpdateWorld RenderWorld Flip Wend ;------------------------------------------------ i see the loaded object but not scroll at all i haven't find topic about this problem,... and sometime i just don't anderstand... (french ^^= sorry for my english) an idea? thx in advance :) |
| ||
Normally, you would have to use PositionTexture to scroll textures:t# = t# + 0.1 PositionTexture tex, 0, t I don't know the b3d pipeline too well, but have you tried EXT_UpdateEntity(plan) ? |
| ||
yes i've try EXT_updateentity but it's the same. in the pipeline help files, there is not question of using any variable, and i have some problemes to use findchild... doesn't work for me , but agree whith the methode^^ |
| ||
Have you animated the UV coordinates ? I did found a few links about this, but perhaps you allready seen them: http://www.onigirl.com/pipeline/Scrolling_Marquee.htm http://playerfactory.proboards25.com/index.cgi?board=b3dpipe&action=print&thread=1099683648 http://www.onigirl.com/pipeline/Blitz3d_Map.htm http://www.onigirl.com/pipeline/B3d_Map_Anims.htm It seems that you should make keyframes for the UV position in max, and then export it. Then I suppose the animation should be performed automatically (with ext_updateentity I think) If you did this and can't get it to work, try posting your model maybe ? |
| ||
yes, my model is animated, in the b3d file, i can see the node "B3DEXT_ANIMMAP" and "B3DEXT_UVPOS" and all the keyframes of the animation with the value of uvpos all seems to be ok but nothing is moving :'( i can't find more info on the web...nobody use b3dpipeline? |
| ||
If possible, try posting your model here, and maybe a link to the pipeline includes. I'm sure this can be worked out, if not in the 'official' way, there could be a workaround for it. |
| ||
ok, you can find it at: http://morphoz.free.fr/scroll/ there are: the b3d, the map used, b3d extensions |
| ||
I believe there is something wrong with your model. If I load it with LoadAnimMesh, with debug enabled, and then close the program, the program generates an error. (Entity does not exists) However, with debug disabled, there is no error. Then, if I check the CountChildren() it returns zero. The pipeline requires extra nodes, that are saved as child meshes. Maybe it is somehow collapsed in Max ? Anyway, a quick workaround: However, I would suggest to recreate this mesh in Max again, and make sure it isn't 'collapsed' when/before exporting. |
| ||
there is something strange, the model is a simple plane, no more... i've try differents export parameters like as scene root/no scene root and it work without scene root,thx :) unfortunately its work for one objet only, i have to duplicate those lines x time for x objects...but it work fine really thx for your help ^^ |
| ||
This is a long shot, but maybe the problem comes from the texture filename? The file's texturename seems to include the full path. |