Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Difference between revisions of "Legacy:Animated Texture"
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− | You can create [[Legacy:Texture|Texture]]s that are animated as a | + | You can create [[Legacy:Texture (UT)|Texture (UT)]]s that are animated as a sequence of static frames. |
==Creation == | ==Creation == | ||
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# Give those image files names according to the following scheme: | # Give those image files names according to the following scheme: | ||
− | # * All files | + | # * All files should have the same base name, for instance <code>MyAnim</code>. |
# * In the order the frames should be played, add the suffix <code>_a00</code>, <code>_a01</code> and so on to the file (base) names, like <code>MyAnim_a00.pcx</code>, <code>MyAnim_a01.pcx</code> and so on. | # * In the order the frames should be played, add the suffix <code>_a00</code>, <code>_a01</code> and so on to the file (base) names, like <code>MyAnim_a00.pcx</code>, <code>MyAnim_a01.pcx</code> and so on. | ||
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UnrealEd will, thanks to the naming of the image files, automatically connect them to an animation. Use the properties in the ''Animation'' section of the [[Legacy:Texture Properties|texture properties]] window to specify the speed of the animation. | UnrealEd will, thanks to the naming of the image files, automatically connect them to an animation. Use the properties in the ''Animation'' section of the [[Legacy:Texture Properties|texture properties]] window to specify the speed of the animation. | ||
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===Manual === | ===Manual === | ||
− | You can manually connect textures to an animation by setting each texture's [[Legacy:Texture Properties| | + | You can manually connect textures to an animation by setting each texture's AnimNext [[Legacy:Texture Properties|property]] to the next texture in the animation. |
==Related Topics == | ==Related Topics == | ||
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* [[Legacy:Dynamic Texture|Dynamic Texture]] | * [[Legacy:Dynamic Texture|Dynamic Texture]] | ||
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Revision as of 08:05, 15 June 2002
You can create Texture (UT)s that are animated as a sequence of static frames.
Creation
Automatic
- Create the frames as individual image files. All images must be of the same size and adhere to the general restrictions described in Texture Import and Export.
- Give those image files names according to the following scheme:
- * All files should have the same base name, for instance
MyAnim
. - * In the order the frames should be played, add the suffix
_a00
,_a01
and so on to the file (base) names, likeMyAnim_a00.pcx
,MyAnim_a01.pcx
and so on.
- In the texture browser, click File -> Import. In the "Import Texture" dialog that pops up, select all of the image files that will belong to your animation, click Open and proceed as described in Texture Import and Export.
UnrealEd will, thanks to the naming of the image files, automatically connect them to an animation. Use the properties in the Animation section of the texture properties window to specify the speed of the animation.
Manual
You can manually connect textures to an animation by setting each texture's AnimNext property to the next texture in the animation.