However, an animated shader can often make things more fancy.
I was busy creating an animated shader that does not use animMap at all, but is still animated.
It is possible to use up to 8 render-passes in a shader.
My example shader has 1 base texture + 7 animation frames.
All frames of the animation are packed into 1 texture. (The texture is included in the pk3. The pk3 was made for ET.. but shaders should be useful for Q3 also.)
The shader itself does a lot of number fiddling, it might need some explaining..
* "tcMod transform" is used to get one of the 7 images of the texture. (the T coordinate is transformed so it starts at the "Y"-position of each sub-texture).
* alphaGen is used to alternate the texture translucency
* rgbGen is used to make the texture colors alternate black/normal
* blendfunc add is used, in the example case, to add the texture to the screen. Blending a black texture this way will have no visual effect, a normal colored texture will be seen on screen..
By choosing the correct intervals at which alpha-values and rgb-colors are changing, You can make only 1 of the 7 images be visible at a time..
In the example i use "wave sine" because it looked well on the caustic effect. When using "wave Square" the transition is immediate.
I prepared a little pk3 for download..
(You can put it in etmain and run the map.. The map is called "anim_shader_demo")
The pk3 includes 4 demo shaders:
Three caustics shader variations:
* 8 frames no lightmap,
* 7 frames + lightmap,
* 7 frames animation + extra tcmod
One special shader that displays the current framenumber of the shader at a low frequency. (So You can clearly see it is really displaying 7 seperate images in an animated sequence (+ a lightmap))..
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Here is the download link: http://members.home.nl/core/ETpro/anim_shader_demo.pk3
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Greetings,
C..