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Red Faction : [RED] Editing : Help with VBM animation |
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Spikey2005 |
Posted 17th Jun 2006 6:02pm |  |
L4Y Member Post 220 / 2126
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Hello there,
I need some help on making a VBM file work in Red Faction Editor.
I went to Red Technologies and followed the simple steps on how to create a vbm file using makevbm.exe program. I successfully created a VBM file using this method. I placed the vbm file into Red Factions Textures folder.
I ran RED EDITOR to see if it had worked, and this is currently what I am getting.

All I am getting is Blank image.
Could somebody please help me and point me in the correct direction on how to make these work.
Many Thanks!
Spikey |
Check me out on Youtube
www.youtube.com/themudkiphut |
Modified Jun 17th, 06:04pm by Spikey2005 |
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goober |
Posted 17th Jun 2006 6:04pm |  |
L4Y Member Post 3037 / 265
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Yea! I made a tutorial about that but trigger is apparentally not okay with "editing game files"
You HAVE to do it this way if your VBM has transparency, and id recommend it anyway.
Open your maps3.vpp in your VPPBuilder, add your vbm file, save it.
Reopen RED and youll see it, was that hard trigger?!
Srry man, imjust ticked at trigger.
Anyways, hope i helped |
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Spikey2005 |
Posted 17th Jun 2006 6:06pm |  |
L4Y Member Post 221 / 2126
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Oh yes this defently works! Thank you very much. Does this have to be done with every VBM file I make for it to display properly? |
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goober |
Posted 17th Jun 2006 6:07pm |  |
L4Y Member Post 3038 / 265
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Yep it does sadly, but its not really too hard 
Oh, i might add, you have to still have it in your user_maps/textures folder, or else you wont beable to see it in RED. |
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Modified Jun 17th, 06:07pm by goober |
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Spikey2005 |
Posted 17th Jun 2006 6:40pm |  |
L4Y Member Post 222 / 2126
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ok I have came across another problem lol.
The VBM works fine but when its on RED Editor, its flashing alot and it looks like another texture is stuck half way on it sometimes when flashing. Ive set the Frames Per Seconds to 500000. what would be the suitable time limit for each frame to change with a delay of 3 seconds? |
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goober |
Posted 17th Jun 2006 6:44pm |  |
L4Y Member Post 3040 / 265
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you can only have 1 frame a second, thats the lowest...
5000000 FPS means that a 500000 frame animation would take 1 second, thats WAY too high... |
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Spikey2005 |
Posted 17th Jun 2006 6:49pm |  |
L4Y Member Post 223 / 2126
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oh so if i set it to 1, it will go slowly? |
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goober |
Posted 17th Jun 2006 8:07pm |  |
L4Y Member Post 3042 / 265
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yea, but it cant go below one. |
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D2k |
Posted 17th Jun 2006 8:16pm |
L4Y Member Post 689 / 1923
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im curious how did you come to think that 5000000 fps would result in a delay of 3 seconds for each frame? |
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E_Darkness |
Posted 17th Jun 2006 9:30pm |
L4Y Member Post 208 / 338
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you can simulate slower rates by having for example 2 frames play 1 second each and those 2 frames are the same. |
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goober |
Posted 17th Jun 2006 9:59pm |  |
L4Y Member Post 3043 / 265
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that would double the filesize though |
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Assman15  |
Posted 17th Jun 2006 10:20pm |  |
Post 142 / 2085
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Quoting goober | that would double the filesize though |
Depending on how VBM's are compiled they could or they couldn't. It could either detect that the two images are the same and simply set them to display twice or it could treat them as to entirely differnet frames. I don't know how Volition coded VBM's, but some simple tests would reveal the method...
P.S. Goober, adding the texture to the game files would make RED think it's a default part of the game, correct? Assuming that's true, RED wouldn't pack the texture into any level VPP's because they are thought to be default and instead only the mapping information would be saved. This would require anyone who downloads the map to download that texture as a separate file and add it to their own maps.vpp (most likely the same one the author stuck the texture into originally). Therefore making the map inaccessable to anyone who's not familiar with mapping or modding RF. |
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Modified Jun 17th, 10:24pm by Assman15 |
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goober |
Posted 17th Jun 2006 11:16pm |  |
L4Y Member Post 3045 / 265
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No, thats not true, the adding it to the game is only for you to view it, thats why i said put it in your custom textures folser, its not part of any of the default texture packages, so youll have to put it in custom, and anything in custom will be pakced.
If you extract a default texture, add it to your textures folder, then use the one in the custom folder (even though its the same file and same name as the default one) it will pack it because its in the custom folder.. |
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Assman15  |
Posted 17th Jun 2006 11:50pm |  |
Post 143 / 2085
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Looking back through the thread I caught something I missed; I must've skimmed past the post where you said to add it to the textures folder as well. |
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Hapa Hanu |
Posted 18th Jun 2006 12:49am |
Mac Maniac L4Y Member Post 262 / 1544
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Quoting goober | ... Open your maps3.vpp in your VPPBuilder, add your vbm file, save it...
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Tasty!
I was having the same problem. Too busy to figure out the solution.
Thx goob! |
I have suffered in real life for the past couple years, now its your turn! |
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Spikey2005 |
Posted 18th Jun 2006 1:21am |  |
L4Y Member Post 224 / 2126
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I am having another problem too.
Im trying to create a vbm with 1791 frames in it. All of them have been Indervidually renamed and checked over 3 times to make sure they are named correctly.
They are named Frame-0000.tga to Frame-1791.tga.
I have created my .bat file with the command
"makevbm 565 10 Frame.tga".
When I run the bat file, Dos opens and starts to compile all the TARGA files into my VBM.
The only trouble im having is that the makevbm only goes to 39 then it stops and closes DOS and no VBM file is created. Why is this happening?
Please help.

39 / 1791? |
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Modified Jun 18th, 01:21am by Spikey2005 |
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