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Old 10 July 12, 10:12   #1
Pizzaman
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Default Can we make stuff move (in the sky)?

hey guys,

Recently I have seen some animated stuff,like windmills and ferris wheels.
I'm sure I'll find out how to do it, if somebody knows a tutorial might be nice.
I've got some Dutch windmills


But:
Is it possible to make stuff move in the sky?

I have seen some balloons, how about the Goodyear blimp,
wouldbe fun if we could make it follow a sort of path.

BTW doing GTLegends. But if it's possible in other games?
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Old 10 July 12, 10:26   #2
RMi Release Group
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rfactor yes, gtl/gtr2 no.

A ferris wheel could be done using texture animation. Your windmills would also work.
These can be done the same way I did the radiator fan in the Mustang GTR mod. I even did an animated wiper blade as a test in GTR2, but was only a test ( looked like crap too )

I suppose you could do it for things in the sky, but it could end up looking really weird...
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Old 10 July 12, 10:29   #3
KittX
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The only movement animation available in gmotor engine is rotating around axis. By checking some flags you make it rotate around it's own pivot point, or around global 0,0,0. That's all you can do.
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Old 10 July 12, 11:08   #4
Pizzaman
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If I can make it rotate around a point or an axis that's good.
At least we could have a helicopter or something, going round and round.
I'd just have the GMT 'not set in the middle'.

A plane towing a banner would be another possibility.

How do I fix that up?

EDIT: and how about a smoking volcano?
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Old 10 July 12, 15:53   #5
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Quote:
Originally Posted by KittX View Post
The only movement animation available in gmotor engine is rotating around axis. By checking some flags you make it rotate around it's own pivot point, or around global 0,0,0. That's all you can do.

You can set pivot far away off the object like 100s of meters that way you get a very long radius to fly a ballon or other stuff.

But how you setup the rotation? Thats new to me and interessting!

Smoking volcano maybe can be done with a custom specialfx.tec modifyed file and bound to a texture/gmt.

Quote:
// Other loose special effects
[LOOSE]
Reaction=spark Tex=spark.tga Max=1024 Duration=1.0 Scale=(0.1,0.1,0.1) Particle=Plane+Deformable Emissive=0xFFFFFFFF DestBlend=One SrcBlend=SrcAlpha
Reaction=whitesmoke Tex=smokewhite.tga Max=512 Scale=(1.0,1.0,1.0) Growth=(2.0,2.0,2.0) ASDEnvelope=(0.5,0.0,5.0) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
Reaction=blacksmoke Tex=smokeblack.tga Max=1024 Scale=(2.0,2.0,2.0) Growth=(2.0,2.0,2.0) ASDEnvelope=(0.2,0.2,7.5) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
Reaction=flames Tex=fire.tga Max=256 Scale=(2.40,2.40,2.40) Growth=(-1.5,-1.5,-1.5) ASDEnvelope=(0.07,0.17,0.4) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha // flames are clouds
Reaction=groove Tex=racegroove.tga Max=NumWaypoints Pixel=NoReduceDetail Particle=Plane+Deformable+SingleSided DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
Reaction=wetgroove Tex=wetline.tga Max=NumWaypoints Pixel=NoReduceDetail Particle=Plane+Deformable+SingleSided DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
Reaction=dsraceline Tex=raceline.tga Max=NumWaypoints Pixel=NoReduceDetail Particle=Plane+Deformable+SingleSided DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
Reaction=rain Tex=raindrop.tga Max=4096 Scale=(0.5,0.40,0.3) Particle=Plane+Deformable DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
Reaction=wallskid Tex=skidwall.tga Max=128 Scale=(3.25,1.10,1.0) Pixel=NoReduceDetail Particle=Plane+Deformable+SingleSided DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
Reaction=exhaust Tex=exhaust.tga Max=2048 Scale=(0.15,0.15,0.15) Growth=(2.0,2.0,2.0) ASDEnvelope=(0.00,0.00,0.75) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
Reaction=shardsmoke Tex=smokewhite.tga Max=128 Scale=(1.0,1.0,1.0) Growth=(2.0,3.0,2.0) ASDEnvelope=(0.5,0.0,5.0) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
Reaction=shards1 Tex=shard.tga Max=256 Scale=(0.1,0.1,0.1) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
Reaction=shards2 Tex=shard2.tga Max=256 Scale=(0.1,0.1,0.1) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
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Old 10 July 12, 16:18   #6
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Now, nice piece but I don't understand it at all.

ASDEnvelope=(0.00,0.00,0.75) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
Reaction=shardsmoke Tex=smokewhite.tga Max=128 Scale=(1.0,1.0,1.0) Growth=(2.0,3.0,2.0) ASDEnvelope=(0.5,0.0,5.0) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
Reaction=shards1 Tex=shard.tga Max=256 Scale=(0.1,0.1,0.1) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha
Reaction=shards2 Tex=shard2.tga Max=256 Scale=(0.1,0.1,0.1) DestBlend=InvSrcAlpha SrcBlend=SrcAlpha

?????
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Old 10 July 12, 16:19   #7
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Not sure if this is relevant but the VLM version of Sebring has animated fire works that shoot up and go off (in the sky) in the race session. Visible as you enter the chicane.
They look pretty good to.
Does that count?

I think I have seen a moving Blimp at some track but I cant remember which one and I cant be sure.
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Old 10 July 12, 16:24   #8
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It's possible (in rFactor at least) to have moving clouds, moving trains (so long as they dont cross the driving path AND collide-able 'wildlife' running across the track as well as aircraft/birds/windmills rotating away in the background....
There WERE a few good threads on RD about it, but now I've gone to grab the links for you I find that the original poster has gone & deleted all the useful info....
Sorry, I never tried it in time so I have no idea how it's done
PS. Ive seen a moving blimp at Oran Park
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Old 10 July 12, 18:30   #9
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I think it's only possible in rFactor, I suspect you can setup some kind of path an object follows. Quite a lot of VLM rFactor tracks have this. IIRC there is a moving helicopter at Rouen.

I've never hear you could make any object rotate around an axis. That does produce some possibilities. The fireworks and also the camerablitz from the crowd on VLM's circuits are done with texture animation, as RMI mentions.
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Old 10 July 12, 18:42   #10
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I have seen a helicopter where the blades appeared to spin.. But it was stationary.

Unfortunately, I can remember which track it was on.
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Old 10 July 12, 18:52   #11
Pizzaman
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I'd at least have the Goodyear blimp circling the track then, LOL.
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Old 17 July 12, 11:43   #12
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After countless wasted hours spent trying to do this I can say with 99.9% certainty GTR2 doesn't support this. Mind you if it gets sorted I'd luv to admit I am wrong
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Old 17 July 12, 15:07   #13
Pizzaman
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I'll check out where to find that moving blimp.
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Old 17 July 12, 15:16   #14
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"Scully, moving blimps do exist and I am going to find one."
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Old 17 July 12, 16:10   #15
Pizzaman
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Loving that. I'd do a flying saucer at some track, LOL.
Give ity a high orbit and let it pass over start/gfinish, somebodymight get a good scare.

BTW did you get this:
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