Here is how it’s set. The game is on GLSL, all shading settings are marked, plane is properly unwrapped, the original image has 4 tiles on x axis and 1 on y, as it is set on the blender. Even in-game or in the preview the animation not work at all
I’m not uploading this file because it’s a project file and it is too heavy. If you guys want i can upload another blend file with the plane only, if needed.
I’ve had problems before with it not working on .dds files.
Are you using any kind of compressed textures? Try using a .png instead.
Otherwise, check the animation box, but not the tiles box.
Had some troubles in the past with it as well. but for me saving the blend and close blender then open and load it again solved it.
that was with 2.66, in tutorials i used 5 years ago the same problem was there, the guy told me/us to save and reload before it worked.
maybe this helps for you, but i guess you already tried that by now.
Weird - I have no idea why that happens…the only thing I think I would recommend right now is try creating a version of the animation texture with square dimensions (e.g. 2048 x 2048), fitting your animation textures there, and doing the tutorial again.
Some really strange things happen with this kind of texture animation.
Anyway, you do not want it. I’m pretty sure you do not want constantly animated bullet holes.
You do not even need it on creating. Let me explain: Bullets are too fast to be seen by the human eye, cracks in glass are too fast either (unless you get additional cracks at a later time). There is really no need to animate that within a game. It is sufficient enough to show the result (just the crack … not animated).
The UV/Tiles animation will create a constant running animation. You can’t stop it, you can’t speed it up, multiple instances show the exact same animation at the exact same frame. This might be fine on flames and smoke clouds, but does not look plausible on bullet holes.
Although it seems like bullet crack, i’m gonna to use this textures to create some spark effect from the electric wires. The texture image right now is messy, i did it fast to try to animate in-game before i make the necessary tweaks
For sparks I usually use Replace mesh with a random set of textured planes. It’s better than a cycling texture.
Also use smaller textures. Nothing bigger than 1024x1024 for effects I would suggest.
indeed strange but a few things that i notice with your blend.
scale object in edit mode, this makes the uv’s 1:1 and you wont get errors when unwrapping.
ok the texture, i could not get your example to work, maybe texture size has to do with it.
So i took your texture resized it to 4x 512 tiles (resizing your texture to 2048x512.
i’ve set it up from scratch and it works: animated uv.blend (2.01 MB)
what have i done?
add a plane
set material (transparent etc)
add texture (alpha)
now hit tab and unwrap it.
in the uv editor open the texture.
grab the right side verticals and drag it to the end of the texture.
hit the + on the right side
hit animated and tiles
set tiles to x-4, y-1
set animated start 0 end 3
set speed around 5
hit tab, save blend file, open recent and open your blend again.
hit p and it works.
Your file works here cotax. It’s strange, because i tried to do exactly the same thing you did, with your texture, and i cant make it work. But thanks for the file, at least i know now that the problem is not with my blender or whatever
Smoking_mirror, thanks for the advice. I will try different methods to make a more realistic spark, didn’t like that much of animated texture, although i need to get it working to make other effects, such as smoke or fire