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The user only gets only limited control over them (while you can set their framerate, you cannot sync their frames to the scene's frames. A given scene frame will not necessarily have the same texture frame displayed every time), they have to be a looping cycle, and their filesizes can be massive for a large texture with lots of frames. (Which presents a real problem, given SFM's memory limits).
Personally, I would only normally use such materials for very simple or small scene details. It's one thing for the simple flash of an Ubercharged Heavy or an unimportant computer screen that I'm not actually expecting the viewer to take in, but for a sky it's likely to cause you problems.
For a moving sky, I'd either use a green-screen and composite it in post processing, or cheat it by actually moving the sky-card.
So i dug a bit deeper, and there is a mechanism i don't understand yet.
I opened a texture file for an animated screen monitor. There are two components (as far as i know) to making the animated texture, which is the VMT file (the script that tells the texture what to do) and the VTF file, which is the actual texture.
In the VMT file, the script states the following :
------------------------
"vertexlitGeneric"
{
"$baseTexture" "models\props_tech\monitor_one"
"$selfillum" 1
"Proxies"
{
"AnimatedTexture"
{
"animatedTextureVar" "$basetexture"
"animatedTextureFrameNumVar" "$frame"
"animatedTextureFrameRate" "30"
}
}
}
------------------------
This script only seems to tell how the texture is to be animated.
The thing i am missing is the how the VTF file is supposed to be recognized as a multi-image texture.
Here are some screenshots to explain what i mean:
http://imgur.com/a/rufWs
So anyone know how to change it so that the VTF file is, say for example, a 4 frame texture instead of a 1 frame texture?
https://youtu.be/eCTGQRAKTiw
Thanks for the help guys.
I'm gonna see if i can get it working in SFM, if i don't ill come back.
What, ( you have 3 choices)
1) thrown the computer through the window of a 50 story building and given up?,
2) Walked out and thrown yourself in front of a fast moving swan?
3) Got it to work!
Doh, missed the Ill part!
lol
If i don't come back... you'll know why...
shifty eye's the swan
https://www.youtube.com/watch?v=QQ8GDLAdNF8
Basically everything Marco said were the biggest issues actually trying to use this thing it has a huge file size (4 second animation, slowed down to 7 seconds, via using 18 fps instead of 30, 150 MB file, image sequence sizes are 1920x1080)
Also you can move the card to get the best perspective in sfm (i find that tilting the model toward the camera 50 - 90 ish degrees makes it look like its the sky above, without distorting the image too much.) Something not easily done in post.
but of course, there's always a catch It's either
1) create longer files to lessen inconsistent playback, at the cost of having huge texture file sizes... and risk having SFM crash.
2) leave them short, at the cost of having inconsistent playback. (makes it so that you'd have to do cuts in post...which means animating gets more difficult.)
3) chromakey, but lose all the perks of doing it all in one program.
I did expect it to be a pain in the butt, but it does look pretty good though.
It's a shame that SFM doesn't support actual video files, but I think that's only available in the Portal 2 version of the engine. (Given that, to my "stupid o'clock" recollection, Valve's games almost never use cut-away cut-scenes).
I guess the alternative is to do clouds and such with particles, but that might take some quite complex animation and particle editing to get a really great look.