RebelOConner Posted August 22, 2009 Share Posted August 22, 2009 Hello.I'm actually redoing the flame atronach mesh but i didn't manage to redo the texture animation.I try to reproduce all the nodes, i enable the flag but in game, the texture stay static. http://farm3.static.flickr.com/2620/3845098420_386ebac807_o.jpg Is anybody knows how to do, or know a link to a tutorial?the only one mod i found with animated texture is Animated Stargate Modders Resource But to dissect it doesn't help me. Can anybody help me? Link to comment Share on other sites More sharing options...
RebelOConner Posted August 23, 2009 Author Share Posted August 23, 2009 Nobody? really? Link to comment Share on other sites More sharing options...
Sahardoom Posted August 29, 2009 Share Posted August 29, 2009 Hello! I see that you have the same problem as I when I wanted to create animations on armor. Problem is that weighted object do not support textured animations, only thing I could do with weighted items is just to turn on and off glowmaps, like here for what I used flame atronach that has on/off part but extremely fast, but I slowed it down. I am sorry, I am still looking for the way to do it. Helmets and Shields like any other BIPED object can be "animated" but I do not know how to animate weighted objects. Link to comment Share on other sites More sharing options...
Vagrant0 Posted August 29, 2009 Share Posted August 29, 2009 Hello! I see that you have the same problem as I when I wanted to create animations on armor. Problem is that weighted object do not support textured animations, only thing I could do with weighted items is just to turn on and off glowmaps, like here for what I used flame atronach that has on/off part but extremely fast, but I slowed it down. I am sorry, I am still looking for the way to do it. Helmets and Shields like any other BIPED object can be "animated" but I do not know how to animate weighted objects.Well, seeing as how the flame atronach is weighted itself, I don't think this is the case. Generally, you are almost always better off using "copy branch" to move a group into another .nif than you are in trying to reproduce it from scratch. There are often variables and flags which get missed. If doing a copy doesn't work, you can always just clean the base nif of everything you can, and implant your nif into the one which contains the animation data. As to your problem, you seemed to have named the texturing property for some reason. It may sound small, but sometimes this can be the cause. Having the nodes in the wrong order can also cause minor issues. The animated texture should also play in nifscope when the play button is pressed. If it doesn't, check the nifloatdata to make sure all the keys are still valid. Link to comment Share on other sites More sharing options...
Sahardoom Posted August 29, 2009 Share Posted August 29, 2009 Well, seeing as how the flame atronach is weighted itself, I don't think this is the case. Generally, you are almost always better off using "copy branch" to move a group into another .nif than you are in trying to reproduce it from scratch. There are often variables and flags which get missed. If doing a copy doesn't work, you can always just clean the base nif of everything you can, and implant your nif into the one which contains the animation data. As to your problem, you seemed to have named the texturing property for some reason. It may sound small, but sometimes this can be the cause. Having the nodes in the wrong order can also cause minor issues. The animated texture should also play in nifscope when the play button is pressed. If it doesn't, check the nifloatdata to make sure all the keys are still valid. No, when you remove enchantment from Flame Atronach that gives that flame shader you look at skin itself.Put it in game and you will see that even though you get animation in NifScope there is none in game, I guess that they did not upgrade Oblivion engine to support that kind of animation.I don`t have Fallout so I can`t tell if they fixed that problem there. Trust me I tried many ways to exploit that animation, but it just does not work in game. Link to comment Share on other sites More sharing options...
RebelOConner Posted August 30, 2009 Author Share Posted August 30, 2009 >Sahardoomthat's right, without flame enchantment, atronach haven't an animated textxure, only the glowing map change, i have just tried.that's not fair.but it's certainly possible to do something with _G texture. It's better than nothing.i don't know if there's animated textures in fallout but i hope that bethesda will make something for elder scroll 5. thank you for your help. Link to comment Share on other sites More sharing options...
Sahardoom Posted August 30, 2009 Share Posted August 30, 2009 >Sahardoomthat's right, without flame enchantment, atronach haven't an animated textxure, only the glowing map change, i have just tried.that's not fair.but it's certainly possible to do something with _G texture. It's better than nothing.i don't know if there's animated textures in fallout but i hope that bethesda will make something for elder scroll 5. thank you for your help. I have no idea, I even tried some Nifscope functions that they implemented with release of Fallout but it only crashed Oblivion, but I am sure that there is a way to do it, just did not find it so far and gave up searching. Link to comment Share on other sites More sharing options...
RebelOConner Posted August 30, 2009 Author Share Posted August 30, 2009 I have no idea, I even tried some Nifscope functions that they implemented with release of Fallout but it only crashed Oblivion, but I am sure that there is a way to do it, just did not find it so far and gave up searching. that's the problem.If somebody finds, we shall know that it's possible.but if nobody finds, we'll never be sure to have looked for enough. I would do without it for the moment. Link to comment Share on other sites More sharing options...
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