Fuses and TXMs...
Fuses seem to be a very essential part of making one of the next technical goals of my mod come to fruition- animated propellers.
So hopefully Fjord or somebody will read this and help me out here... I've got two questions, relating to different ideas I had for this idea.
1. I see in fuses.ini that events are called at damage states, and that they can be timed, and they appear to have a time-to-live. Can the event be looped? I.E., is there a way to call a Fuse event at .001, then at .10, then at 1.0, and then reset the Fuse so that the state recurs? For that matter, once a Fuse event is called, it's clearly calling something that's looping...
2. Another idea I had was to make a custom TXM file containing the frames of animation for a 2D sprite-based propeller, which would then activate upon a Fuse event, and continue forever (just like smoking engines). I haven't been able to find any relevant information about the information contained in this portion of the UTF file, though (here I'm using StandardEffects.txm)
Frame_Rects- data as Float Array:
0.000000
0.000000
1.000000
0.250000
0.750000
0.000000
0.250000
1.000000
0.500000
0.750000
0.000000
0.500000
1.000000
0.750000
0.750000
0.000000
0.750000
1.000000
1.000000
0.750000
0.000000
0.000000
0.750000
0.250000
0.500000
0.000000
0.250000
0.750000
0.500000
0.500000
0.000000
0.500000
0.750000
0.750000
0.500000
0.000000
0.750000
0.750000
1.000000
0.500000
0.000000
0.000000
0.500000
0.250000
0.250000
0.000000
0.250000
0.500000
0.500000
0.250000
0.000000
0.500000
0.500000
0.750000
0.250000
0.000000
0.750000
0.500000
1.000000
0.250000
0.000000
0.000000
0.250000
0.250000
0.000000
0.000000
0.250000
0.250000
0.500000
0.000000
0.000000
0.500000
0.250000
0.750000
0.000000
0.000000
0.750000
0.250000
1.000000
0.000000
Now, I've checked, and the number of frames is 16... there are 80 of these Frame_Rects. So... which parts refer to the angles (XYZ), and which refer to position XYZ? There are 5 of these for every frame (80/16) so I strongly suspect that the frame_rects don't refer to the Z... this is caused by the movement of the ship away from the point source, and the txm is generating the FX at a given point XY (XYZ).
So, what can I do to "tie" the FX to a position in the Z? I don't want the "propeller" to look like it's trailing the aircraft, obviously...
If anybody has a clue about this, I'd appreciate the info... tomorrow, I'll be hacking up a custom TXM to see what (if anything) it'll do here.
So hopefully Fjord or somebody will read this and help me out here... I've got two questions, relating to different ideas I had for this idea.
1. I see in fuses.ini that events are called at damage states, and that they can be timed, and they appear to have a time-to-live. Can the event be looped? I.E., is there a way to call a Fuse event at .001, then at .10, then at 1.0, and then reset the Fuse so that the state recurs? For that matter, once a Fuse event is called, it's clearly calling something that's looping...
2. Another idea I had was to make a custom TXM file containing the frames of animation for a 2D sprite-based propeller, which would then activate upon a Fuse event, and continue forever (just like smoking engines). I haven't been able to find any relevant information about the information contained in this portion of the UTF file, though (here I'm using StandardEffects.txm)
Frame_Rects- data as Float Array:
0.000000
0.000000
1.000000
0.250000
0.750000
0.000000
0.250000
1.000000
0.500000
0.750000
0.000000
0.500000
1.000000
0.750000
0.750000
0.000000
0.750000
1.000000
1.000000
0.750000
0.000000
0.000000
0.750000
0.250000
0.500000
0.000000
0.250000
0.750000
0.500000
0.500000
0.000000
0.500000
0.750000
0.750000
0.500000
0.000000
0.750000
0.750000
1.000000
0.500000
0.000000
0.000000
0.500000
0.250000
0.250000
0.000000
0.250000
0.500000
0.500000
0.250000
0.000000
0.500000
0.500000
0.750000
0.250000
0.000000
0.750000
0.500000
1.000000
0.250000
0.000000
0.000000
0.250000
0.250000
0.000000
0.000000
0.250000
0.250000
0.500000
0.000000
0.000000
0.500000
0.250000
0.750000
0.000000
0.000000
0.750000
0.250000
1.000000
0.000000
Now, I've checked, and the number of frames is 16... there are 80 of these Frame_Rects. So... which parts refer to the angles (XYZ), and which refer to position XYZ? There are 5 of these for every frame (80/16) so I strongly suspect that the frame_rects don't refer to the Z... this is caused by the movement of the ship away from the point source, and the txm is generating the FX at a given point XY (XYZ).
So, what can I do to "tie" the FX to a position in the Z? I don't want the "propeller" to look like it's trailing the aircraft, obviously...
If anybody has a clue about this, I'd appreciate the info... tomorrow, I'll be hacking up a custom TXM to see what (if anything) it'll do here.