Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
(Also, to an extent, what is the source of your texture?)
Because these are considerably different challenges.
Like this https://youtu.be/-0sAgVikr-c
So, again, do you want to just play the same short clip over and over on a loop, or are you looking for proper video playback?
(Also, I did ask more than one question).
A (short) example can be seen here, but the approach here could theoretically support 1800 frames of playback (75 seconds at 24fps, but this test is running at 60 fps):
https://steamcommunity.com/sharedfiles/filedetails/?id=1128700370
The core of this approach is to tile the frames of the video into a 6x10 grid that is then converted to a VTF texture.
The way I handled this was via VirtualDub to turn the desired footage into an Image Sequence, then ImageMagick to batch process that sequence into the textures, which are then converted as a batch in VTFEdit - although, theoretically, other programs may be suitable.
There's then a custom model with 60 bodygroups (all very simple 16:9 rectangles, each with their UVs set to use a different frame from the texture), and 30 skins.By animating the bodygroups and skins, you can display the frames sequentially considerably more memory efficiently than a layered VTF will allow.
With just a layered VTF, you will likely have to considerably compromise on quality, frame rate and playback duration, as very large layered VTFs tend to cause problems, if they can even be assembled at all. (Which is part of why normal animated textures are usually limited to no more than brief repeating sequences).