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IFL/Animated Shapes.

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IFL/Animated Shapes.

Post by Guest »

Tutorial on IFL please?
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Dazzle
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Re: IFL/Animated Shapes.

Post by Dazzle »

Unless you have 3D Studio Max you can't create this type of animation.

If you have it the go here: http://www.garagegames.com/docs/tge/general/ch08.php
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Re: IFL/Animated Shapes.

Post by Guest »

If you use a ifl shape already made and just edit the jpg files for it how do you get it into the mis?
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Shietzen McGrege
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Re: IFL/Animated Shapes.

Post by Shietzen McGrege »

add it to the shapes folder!!
Brainfart...
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Re: IFL/Animated Shapes.

Post by Guest »

Ok i dont mean to embaress you but common sence in modding: When you put a shape in the shapes folder It does not just magicly appear!
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Shietzen McGrege
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Re: IFL/Animated Shapes.

Post by Shietzen McGrege »

^really works for me just click on the folder itself when on TGE mission editor creator
Brainfart...
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Re: IFL/Animated Shapes.

Post by Guest »

Ok i thought you meant when you put a shape in the TT shapes folder it comes up on the map. I know in tge that works but tge places the shape as a TSStatic shape which works great with normal shapes but with animated shapes that use tml like powerups and reload gates you need to place the shape as a powerup to use the ifl. And i was wondering how to place it as a powerup shape because if you look at a powerup shape in a normal mission file the source location just says powerup or boost and not a location like game/data/shapes/ i looked around to see where it was getting that boost or powerup from because that would probaly have the location but i cant find it anywhere. Daz or someone who knows how to do this please help.
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Dazzle
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Re: IFL/Animated Shapes.

Post by Dazzle »

No I have never done what you are attempting to do as I make my ILF animations from scratch. Which object are you trying to do this with? It may help if you told me which one it is.

So I can only suggest you do the following.

Follow this:

1) find the static object information for the object you want to animate, cut it from the mission and paste it in a new notepad:

Code: Select all

      new TSStatic() {
         position = "-220.074 -24.5879 226.311";
         rotation = "0 0 1 180.482";
         scale = "1 1 1";
         shapeName = "~/data/shapes/Path to your object here/name of object.dts";
      };
2) Create a new powerup from the static information position and rotation, and also rename the datablock. Place this new powerup in the mission file along with all the other static objects, I would suggest you place somewhere in the mission where you can find it.

Code: Select all

   new PowerUp() {
      dataBlock = "New datablock name here";
         position = "-220.074 -24.5879 226.311";
         rotation = "0 0 1 180.482";";
      scale = "1 1 1";
      lightBoost = "0";
   };
3) Create a new datablock using the static information path. The datablock must be called the same name as the powerup datablock name, then place it at the top of the mission before object write begin.

Code: Select all

datablock PowerUpData(New datablock name here)
{
   category = "PowerUp";
   shape = "~/data/shapes/Path to your object here/name of object.dts";
   shadow = true;
   staticShadow = true;
};
Remember:

1) to REMOVE the new TSStatic information from your mission.

2) in order for this to work you have to have the object and its skin, the ifl animation file and the animation skins all in the same place, if they are not it will fail.

3) YOU CANNOT JUST ASSIGN OR RENAME AN IFL IMAGE FILE TO ANY OBJECT AS THE SKIN, THE ACTUAL DTS OBJECT HAS TO HAVE AN AMBIENT SEQUENCE EMBEDDED INTO IT FOR THE IFL TO WORK. NO AMBIENT SEQUENCE NO ANIMATION (and no you cant just add an ambient sequence to a dts, the object is made and exported from a 3d application with the ambient sequence).
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Re: IFL/Animated Shapes.

Post by Guest »

Thanks so much Daz.
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Dazzle
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Re: IFL/Animated Shapes.

Post by Dazzle »

What object are you trying to do this with?

So did it work?

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