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[request] art for shp
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Vehicle Drone


Joined: 14 Oct 2015

PostPosted: Fri Oct 21, 2016 5:35 am    Post subject:  [request] art for shp
Subject description: shp
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anyone can give me ART CODE for this?



natashaf_169.gif
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natashaf_169.gif



cycle_175.gif
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cycle_175.gif



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Natit_Titan
Grenadier


Joined: 20 May 2012

PostPosted: Fri Oct 21, 2016 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

[NatashaSequence]
Ready=0,8,1
Guard=0,1,1
Prone=331,7,6
Down=460,8,2
Crawl=0,1,6
Walk=8,7,6
Up=443,8,2
Idle1=64,88,0,W
Idle2=152,57,0,E
Die1=273,25,0
Die2=298,33,0
Die3=0,1,0
Die4=0,1,0
Die5=0,1,0
FireUp=209,8,6
FireProne=387,7,6
Paradrop=706,1,1
Cheer=0,1,0,SE
Tread=476,6,6
Swim=548,6,6
WetAttack=604,5,6
Tread=476,9,6
;WetIdle1=445,15,0,S
;WetIdle2=460,15,0,E
WetDie1=644,31,0
WetDie2=675,31,0
Panic=8,6,6

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Vehicle Drone


Joined: 14 Oct 2015

PostPosted: Sat Oct 22, 2016 11:29 am    Post subject: [request] art for CYCLE Reply with quote  Mark this post and the followings unread

THANK YOU SO MUCH....HOW ABOUT CYCLESEQUENCE... DO YOU HAVE TO? Very Happy

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Oct 22, 2016 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

It's no rocket science.
See art.ini comments how they work and create your own.

art.ini wrote:
; *** Infantry Sequences ***
; Infantry animations are grouped within a single art file.
; Unlike units, infantry animation layout is completely
; arbitrary and must be explicitly specified. Each
; infantry format file will be identified with one of these
; animation sequences.
;
; The first number is the starting frame number. The second
; number is the number of frames of the animation. If this
; number is zero then the anim sequence is not present.
; The third number is the multiplier by the infantry facing
; to reach the facing specific animation start. If this
; last number is zero, then there is no facing specific
; version.
;
; Ready = standing around
; Guard = standing around with weapon drawn
; Prone = while prone
; Walk = walking [normal movement]
; FireUp = firing while standing
; Down = transition from standing to prone
; Crawl = moving while prone
; Up = transition from prone to standing
; FireProne = firing while prone
; Idle1 = idle animation sequence #1
; Idle2 = idle animation sequence #2
; Die1 = death animation when hit by gunfire
; Die2 = death animation when exploding
; Die3 = death animation when exploding (alternate)
; Die4 = death animation by concussion explosion
; Die5 = death animatino by fire
; Fly = [jumpjet] flying
; Hover = [jumpjet] hovering
; Tumble = [jumpjet] tumbling
; FireFly = [jumpjet] firing while flying
; Deploy = [gi] deploying
; Deployed = [gi] deployed still frame
; DeployFire = [gi] fire while deployed
; DeployIdle = [gi] idle animation while deployed
; Undeploy = [gi] undeploying
; SecondaryFire = special anim for firing secondary weapon
; SecondaryProne = special anim for firing secondary weapon while prone

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