I don't have a lot of technical know how with regards to what the M3 format is capable of so I am hoping one of the more experienced artists could shed some insight. I've looked through a bunch of exsisting artwork and I can't find any that use animated textures. Does anyone know if it is possible to fake animated 2D artwork in the M3 format?
You can try create some quads with different texcoords (or different textures, but i think 1-file sprites are better) and alternately show and hide them while animation.
Mmmmm, clever idea. With regards to multiple quads/textures, does an M3 file have any sort of limit with regards to the number of seperate textures it can address? The single sprite sheet does sound better, though I wonder if it will work. I have no experience with 3DSMax or the M3 format, perhaps there are some other experienced opinions out there?
I really dont know too much about m3 now, so i cant tell you about limits. Anyway, it will be a lot lot better for game and graphic card to handle single texture. One single 512x512 or 1024x1024 will be just better (and i think it wont be harder to do). Only think you should do is set up some UV maps.
You can load .ogv files as textures so could just use that a bit like the CanastarMonitorLarge_06 and use the Texture Select By Id actor event to swap it to your movie.
I don't have a lot of technical know how with regards to what the M3 format is capable of so I am hoping one of the more experienced artists could shed some insight. I've looked through a bunch of exsisting artwork and I can't find any that use animated textures. Does anyone know if it is possible to fake animated 2D artwork in the M3 format?
You can try create some quads with different texcoords (or different textures, but i think 1-file sprites are better) and alternately show and hide them while animation.
@Frizi: Go
Mmmmm, clever idea. With regards to multiple quads/textures, does an M3 file have any sort of limit with regards to the number of seperate textures it can address? The single sprite sheet does sound better, though I wonder if it will work. I have no experience with 3DSMax or the M3 format, perhaps there are some other experienced opinions out there?
Thanks. :)
I really dont know too much about m3 now, so i cant tell you about limits. Anyway, it will be a lot lot better for game and graphic card to handle single texture. One single 512x512 or 1024x1024 will be just better (and i think it wont be harder to do). Only think you should do is set up some UV maps.
@Frizi: Go
Sounds like a good place to start, thanks.
Dunno about .m3, but I know Rrowland managed this a year ago:
So there should be a way without the use of .m3 models
@Zarakk: Go
I have looked at the existing methods for dealing with 2D sprites but am looking specifically to make use of the M3 format.
You can load .ogv files as textures so could just use that a bit like the CanastarMonitorLarge_06 and use the Texture Select By Id actor event to swap it to your movie.
Maybe you could do the same with your formats.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg