Posted: Sun Sep 06, 2009 2:21 am Post subject:
Making Animated Water
Making Animated Water "For those of you who dont already know"
Hopefully you have made your water anim .shp file(s) already but no worries if ya Havent. You can always make them later, But I recommend you have all water tiles and water animations done prior to coding especially if you have multi turn rivers and such you want animated because of tile attachment reasons. There are 14 different water tiles and you can have different anims for each tile "not a good idea for older, slower com's, but you can." For those of you using older, slower com's "DO NOT USE THE" Traslucency= tag or Lag from Hell will occur and or Hardcore Crash!
Anyway here's how you would code it.
Art.ini entry ----> ;these settings gave me very little to no lag at all
[YOURANIM]
Theater=no
Normalized=no
LoopStart=0
LoopEnd= ;number of frames your anim has
LoopCount=-1
Rate=200
Flat=yes
DemandLoad=true
ShouldUseCellDrawer=false
StartSound=WaterfallLoop ;or whatever
Layer=ground
Rules.ini entry
[Animations]
xxx=YOURANIM
Temperat.ini entry ----> add these after the last waterfall anim entry.
[Water]
Tile01Anim=YOURANIM
Tile01XOffset=0 ;
Tile01YOffset=0
Tile01AttachesTo=0 ----> I believe this is used if using a tile bigger than 1x1(60x30 terrain tile)
Tile02ZAdjust=-100
Tile02Anim=YOURANIM
Tile02XOffset=0 ;
Tile02YOffset=0
Tile02AttachesTo=0
Tile02ZAdjust=-100
etc.... up to 14
Now just put your anim .shp(s) and Temperat.ini files into an expand.mix and Valah..!
You should use Theater=yes & rename the file extensions for each theater (tem, sno, urb, etc) if you plan on adding it to more then one theater type. _________________
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