Game Development Community

IFL Animation doesn't scale

by Andy Hawkins · in Torque Game Engine · 10/11/2005 (4:34 pm) · 5 replies

After creating a flame sequence, mapping it to a poly, setting up the material to load the .ifl file sequence and exporting to DTS I load it into Torque and it animates but I can't scale it up or down. The bounding box in the editor scales but the image doesn't

In fact I think it's the same size as the png sequence not the poly I mapped it to.

Does anyone know how to fix this please?

#1
10/12/2005 (10:28 pm)
Also I found that while mine doesn't scale, the example cube from Gnometech does and I can't figure out why. I have a flat quad and they have a cube.
#2
10/12/2005 (11:07 pm)
@Andy (from Andy)

This happens if you make a DTS billboarded.

For example if you map an animation to the side of a cube and don't make it billboard (so don't make it always face the camera) then it will scale fine.

But if you billboard the poly the IFL animation is attached to, no matter how much you scale it, you can't change the original billboard size.
#3
10/13/2005 (1:10 am)
I realise I'm talking to myself *sob*, but now I see there is an issue because IFLs will be required as billboards for things like flames, and smoke. Can anyone suggest a way to scale billboarder IFL's - maybe I'm missing something here...
#4
10/13/2005 (3:52 am)
It's due to how the billboard transforms are calculated. What sort of effect are you trying to acheive? There might be a better way to accomplish the effect than scaling in the editor (esp as not all objects transmit scale information, and scaling in general in the engine is a bit wonky).
#5
10/13/2005 (5:55 am)
One effect I'm trying is to create an IFL animation of flames. Then use the fxShapeReplicator to generate a whole pile of them localised to an area - however the shape replicator looses the animation as well, only showing the first frame.

Flames toward the outside get smaller, and toward the centre get larger - with random small thresholds to vary the flames a bit.

Using scripts to spawn this a pool of fire could be generated across the ground which grows over time until extinguished or out of fuel.

The shape replicator handles the random position within a specfied area, but because it's a billboard the scale mods are lost, and also the animation doesn't play.