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ForumsCog Forum → animating 3do mats
animating 3do mats
2001-04-17, 12:45 PM #1
Is there a cog for animating mats on a character 3do?

I hope so, because I am not good at editing or writing cogs.

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Alas, I haven't a clue!

Ermine13
2001-04-17, 3:27 PM #2
I haven't tried animating a mat on the character (walkplayer). You can animate mats on other 3DOs (should work on AI) by using the 00_matanim.cog -- this will animate the mat on any surface where it occurs. So you might want to create your own mat named uniquely if you want it to only be animated a certain place.

Code:
# Jedi Knight cog Script 00_matanim.cog
# Continuous global animation of a material
#
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved

symbols

message	startup	
material	animmat		desc=animating_material
flex		fps=5.0		desc=playback_speed

end

## Code Section

code

//-------------------------------------------

startup:
	materialanim(animmat, fps, 1);
	return;
end


I've used this to put a flashing light on a door. I think it's probably used in game for the flashing light on the manual sequencer charge.
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If you want to start and stop this animation then write a cog that uses the functions:
Anim = materialanim(animmat, fps, 1);
and
StopAnim(Anim);
You'll also need to add to the Symbols section:
int Anim



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Sylvicolus JK homepage
If I have ever made any valuable discoveries, it has been owing more to
patient observation than to any other reason. -Isaac Newton
Sylvicolus JK homepage
If I have ever made any valuable discoveries, it has been owing more to
patient observation than to any other reason. -Isaac Newton
2001-04-17, 3:44 PM #3
Thanx, Sylvicolus! I'll try it out. If it don't work, I'll play with the cog til something cool happens. If is does, I'll let ya know!


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Alas, I haven't a clue!

Ermine13

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