Ok, I'll have a look.Big Daddy wrote:If you look at the shady billboard oxp and shady thargoid oxps that Ahruman created you can see how "animated" textures work (Griff's done an amazing job on the YAH constores - so that would be another good example to see how the shader fragment works)
That's not what I intended in in my question. I wanted to know if I can use different pngs for different polygones of the same entity. But still, interesting information.Big Daddy wrote:I think you can switch textures inside an oxp for a ship using the materials setting
Now, that puts an answer to this.Pumpkinhead wrote:You can't use more than one texture per ship
And this may be a solution...evil Mantis from outer space wrote:one texture per ship isn't completely always true - if the ship has sub-entities they will have their own individual textures distinct from the mother entity's
Thanks, will give it a read-through.Pumpkinhead wrote:Code: Select all
"adder" = { ... ... };
That's another topic, of course, but still very interesting!evil Mantis from outer space wrote:My Butterflies OXP might give you a taster both of physical animation
So I assume true animation is possible with shaders?evil Mantis from outer space wrote:That can be used to simulate animation without shaders
Ah, yes.evil Mantis from outer space wrote:The other way for true animation is the already mentioned shader option (as championed by Griff and Ahruman) with several fine examples already mentioned.
So it all boils down to shaders for true animation.
But how to?
Guess I'll have to read through Griff's and Ahriman's OXPs. That's quite a reading...
Thanks, guys. This really is the most helpful forum this side of Tionisla.