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Difference between revisions of "Legacy:Animated Texture"

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You can create [[Legacy:Texture (UT)|Texture (UT)]]s that are animated as a sequence of static frames.
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You can create [[Legacy:Texture|Texture]]s that are animated as a repeating 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 should have the same base name, for instance <code>MyAnim</code>.
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# * All files must 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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Only the identical base name, the underscore, the "a" and the two-digit number are relevant; the numbers themselves don't have to start at zero.  UnrealEd simply connects the textures in ascending order of the number following <code>_a</code> in the file name.
  
 
===Manual ===
 
===Manual ===
  
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.
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You can manually connect textures to an animation by setting each texture's [[Legacy:Texture Properties|AnimNext property]] to the next texture in the animation.
  
 
==Related Topics ==
 
==Related Topics ==
  
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* [[Legacy:Texture Topics|Texture Topics]]
 
* [[Legacy:Dynamic Texture|Dynamic Texture]]
 
* [[Legacy:Dynamic Texture|Dynamic Texture]]

Revision as of 11:00, 22 December 2002

You can create Textures that are animated as a repeating sequence of static frames.

Creation

Automatic

  1. 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.
  1. Give those image files names according to the following scheme:
  2. * All files must have the same base name, for instance MyAnim.
  3. * In the order the frames should be played, add the suffix _a00, _a01 and so on to the file (base) names, like MyAnim_a00.pcx, MyAnim_a01.pcx and so on.
  1. 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.

Only the identical base name, the underscore, the "a" and the two-digit number are relevant; the numbers themselves don't have to start at zero. UnrealEd simply connects the textures in ascending order of the number following _a in the file name.

Manual

You can manually connect textures to an animation by setting each texture's AnimNext property to the next texture in the animation.

Related Topics