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; Animations file

; =============================
; Format:
; <png name> <Direction> <Anim type> <Frames> <Time>
; png name: The name of the png to scroll
; <Direction>
; This represents the direction of the frames, both primary and secondary
; Must be a combination of [LR, RL, TB, BT]
; LR = left to right
; RL = right to left
; TB = top to bottom
; BT = bottom to top
;
; eg LRTB: frames go from left to right then when it gets to the edge goes down
to the next row
; <Anim type>
; The type of animation, must be one of [S, J]
; S = Scrolling, the image will scroll smoothly between frames, this only works
properly with single row or single column textures
; J = Jumping, the image will jump from one frame to the next
; <Rows and columns>
; Two numbers representing rows and columns consecutively
; - If this is set to 1 1, the whole texture will be shown on the mesh.
; - If either of these values are greater than one, the image will be divided in
to that many parts.
; For example if rows was set to 2 and columns to 1, the image would be divide
d into 2 halves
; and you would only see half of the image at a time. If the animation type wa
s set
; to J (jumping), the animation would jump from the first half to the second,
and if
; it was S (scrolling) the animation would scroll smoothly between the 2 frame
s.
; <Time>
; The total time (in milliseconds) taken to complete an animation cycle
; Keep in mind that due to the precision of values in the code times that are no
t a power of 2 may
; lose a small amount of accuracy.
; NOTES:
; - Any line starting with a ";" is a comment
; - All of those flags must be there for each png listed.
; - Make sure that the UV coords for each animated texture are either 0 or 1.
; Which basically means that in max you'll see all the frames on the mesh at o
nce,
; and that they'll be squashed up. This allows us to easily add/remove frames
later
; simply by changing the 'rows and columns' attributes.
; WARNING!!! The following information is probably out of date.
; *** IMPORTANT ***
; In motorway, you can load an instance file and turn textures on to view the an
imations
; before they go in the game. There's a "Reload Animations" button in motorway w
hich
; allows you to edit this file, and then reload the animations to see the change
s
; instantly.
; One thing to be aware of however, is if you do change the animations after you
've
; already saved some M3G's that use those animations, YOU MUST RE EXPORT THOSE M
3Gs!!!
; This is because this animation file is loaded whenever an ase is loaded, and t
he UV
; coords inside the model are changed based on this animation data.
; example row: (remove the ";")
; blue_guide_arrow.png LRTB J 4 2 8192
T crowd_anim_celeb.png LRTB J 2 4 2000
T flagswinger_anim.pvr LRTB J 4 2 1000
T crowd_sitting_celeb.png LRTB J 2 2 1000
T standing_crowd.pvr LRTB J 2 4 1500
T flag_anim_beecherton.pvr LRTB J 2 2 1000
T corona_green_animated_add.pvr LRTB J 2 2 2000
T corona_red_animated_add.pvr LRTB J 2 2 2250
T mckinley_waterfall.pvr BTBT S 1 1 3000
T fountain_water.pvr BTBT S 1 1 1000
T animated_traffic_light.pvr LRLR J 2 1 1200
T animated_traffic_light_hd.pvr LRLR J 2 1 1200
T prop_chopper_blade_anim.pvr LRTB J 2 2 250
T corner_arrow_kruger_animated_unlit.pvr LRTB J 1 2 1000
T anim_camera_flash.pvr LRTB J 8 8 500
T anim_camera_flash_2.pvr RLBT J 8 8 600
T anim_camera_flash_3.pvr RLBT J 8 8 540
T crowd_grandstand_hd_anim.pvr LRTB J 2 2 1200
T crowd_grandstand_king_hd_anim.pvr LRTB J 2 2 1200
T corner_arrow_animated_unlit.pvr LRTB J 1 3 1000
F mat_branding_television_base.pvr 3000

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