Game Development Community

IFL animated texture tut?? Please?

by Mike Rowley · in Artist Corner · 03/22/2008 (7:28 pm) · 11 replies

I have found 1 tutorial for making an IFL. It used lightwave which is much different than milkshape.
Is there another tutorial somewhere I can look at to find out how to export an ifl from withing milkshape?
Everything I have tried leaves me with a non animated texture.
Thanks.

#1
03/22/2008 (11:56 pm)
Well it's your lucky day.

www.davedigitalworks.com/resources/apps/ms2dtsExporterPlus.zip

I don't know if you have this version of the exporter, BUT, if you extract this zip file, there's a folder called examples. In there is a IFL folder, and there's a ms3d example file for IFL animations.

img2.freeimagehosting.net/uploads/a2d4df6fc0.jpg
#2
03/23/2008 (5:21 am)
Thanks. That's the same exporter I'm already using, but hadn't noticed the example folder.
I looked at his example and redid my export to match. Still didn't work. I exported his example, it still didn't work.

Just for grins and giggles, Here is my cs file:

datablock StaticShapeData(iflTest)
{
	// The category variable determines where the item
	// shows up in the mission editor's creator tree.

	category = "Misc";
	shapeFile = "~/data/shapes/IFL/iflshape.dts"; //Location of the .DTS
};

function iflTest::onAdd(%this,%obj)
{
	%obj.playThread(0, "iflanim");  // The animation to play
}

function StaticShapeData::create(%block)
{

	%obj = new StaticShape()
	{
		dataBlock = %block;
	};
	return(%obj);
}

I get no errors in the console. I have tried putting 1550.PlayThread(iflanim); in the console, but that didn't start the animation eather. (1550 was the id number of the example box)
At this point, I'm lost.
Are IFL animations broken in 1.5.2??
#3
03/23/2008 (3:49 pm)
...try
1550.playThread(0,"iflanim");
, in the console.

Are you certain that your sequence exported? In the DTS shape? Did you check in an object viewer before trying it with code in the engine...get your art working first, then move into the engine; a suggestion.
#4
03/23/2008 (3:52 pm)
I took the IFL example, and exported it using milkshape, and can't get it to do anything either. I loaded it via showtool pro, and it doesn't animate it there either. Rather, the "animation" plays, but the textures do not change.
#5
03/23/2008 (7:53 pm)
Huh...if it doesn't work in ShowToolPro...it didn't export correctly, perhaps. The HGT in the CombatStarterKit, I've been writing about, uses IFL sequences as well as a few other objects, and I believe it's built from the 1.5.2 codeBase...and they work. I just dropped an IFL example in my 1.5.2 SDK...it works...sequence runs with playThread(0,"IFLanimation"); name of my embedded sequence is "IFLanimation"...works watching it cycle right now as I text..??

more than likely in the way the IFL was setup and exported, would be my guess...
#6
03/23/2008 (7:54 pm)
Probably the case. I might set it up in lightwave and see what it does. I know Mike's been working on this for a couple days now. would be nice to find a solution for him.
#7
03/24/2008 (2:33 am)
Rex, would you be willing to write up a simple tut on setting this up?
The only tut on IFL I've found was using lightwave, so I followed it as best I could within milkshape, but it just refuses to work. My base texture is the only thing showing.
Is there something I need to put into the config file?
#8
03/24/2008 (5:16 am)
Well, to be honest; I've published more than my share of help documents and they take a good deal of time to make artistically enjoyable as well as correctly informative; with no real reciprocation from anyone...or any kind of acknowledgment from anyone. M'eh. Gets old, fast; being the 'go to' guy and not getting any credit....

I will now ask if you have read the document that comes with the DTSPlus! exporter? It should lay out the steps necessary to correctly export an IFL animation from MS3d. Chris did a good job of outlining the information necessary to accomplish the exports. Some features are untested, most of them that are this way, are unusual circumstances; the morph animations for example. A TribesII legacy, it's still there, and not much done with it, ever. Give that section a run thru and if you are still having trouble, repost here....I'll go out on a limb here and say that IFL sequences are not broken in TGEv1.5.2. Not sure about your exporter, could be the issue, although I thought Digital Dave was working with Chris on some project...

I've actually gotten multiple IFL sequences running from one object...:).
#9
03/24/2008 (1:29 pm)
Quote:IFL materials are defined in Milkshape by specifying a texture with a special name in the texture field of the material. The name of the texture is the same as the IFL text file, except it has _ifl appended
This is what I missed. Yes, I did read the docs. They don't say you have to take your new _ifl copy and use it as the base in milkshape. Once I did that, it worked perfectly.
Thanks for your help. It really is appreciated. :-)
#10
03/24/2008 (1:55 pm)
You bet, Mike...it's usually in the setup...sorry to sound 'harsh'...but the info was right there...:). Just remember: whatever your 'frame' count[& 'duration' of frame], needs to be accounted for in the Timeline, ie, the Exporter dialog sequence setup. I give a very good explanation in the CombatStarterKit document for the HGT vehicle, a product which is for sale....;), which is why I'm now reluctant to continue giving away hard learned information.

Woo-hoo, you got IFL's, cool ain't they?
#11
03/24/2008 (3:15 pm)
Haha, no, you don't sound harsh. I know good information is usually right in front of my face, and I'm so blind I usually miss it. Funny thing is, I read the docs several times and even took the tut for lightwave, and it was a simple thing that eluded me. :-/
I may have to take a good look at the CSK. (been thinking about it for a while)
And yes, they are cool. I have a nice waterfall falling into a pond and running down to split into 2 more waterfalls that fall into the ocean. :-) Took a bit of playing with the text page to get the frames right, but in the end, I was jumping for joy. :) Thanks again.
Here's a pic for ya. (yes, the mountain sucks. I still have to fix the textureing.)