Quantcast
Channel: Recent Discussions — Unknown Worlds Forums
Viewing all articles
Browse latest Browse all 42799

Can't get my custom fire animation to work just right

$
0
0
So I've painstakingly made a custom fire sheet of my own, here:
Spoiler:
4b1dd3b834d2740ae1f9f9507a91ab.jpg

And this is what I get in the cinematic editor:
Spoiler:
f66a5d38f792e6fb1b60233aa1dc6e.jpg

My "CookFire.material" file is as follows:
shader = "cinematics/vfx_materials/Emissive_glow.surface_shader"
numFrames = 16
frameRate = 24
emissiveMap = "materials/beige/CookFire.dds"

And my "CookFire.material.polygons" file is like this:
vertsPerPoly = 6
atlasCols = 16
atlasRows = 1
polygons = [
{
	row = 0
	col = 0
	vertices = [
		0.000000 0.000000
		1.000000 0.000000
		1.000000 1.000000
		0.000000 1.000000
		0.000000 1.000000
		0.000000 1.000000
	]
}

...and that large section beginning with "row" repeats for a total of 16 entries, each, where row is 0, and col is the frame number starting at 0.

I'm really puzzled here, because all I really did was just copy what UWE did with their fireball vfx materials.

Does anybody know what it is I'm doing wrong?

EDIT: Let me point out that in that second screenshot, the texture IS animating... just not properly... (ie it's NOT a static image, so it's obviously got it figured out as much that I'd like it animated, it just doesn't know how to go about it.)

Viewing all articles
Browse latest Browse all 42799

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>