I'm trying to set up a torpedo sprite and its a 512 square 6x6. The sprite entry is right but the torpedo is not animating:mad: My question is if any one knows whether ther is some kind of limiting factor on these flipbooks like a texture size or max number of frames?
please post your weapon.spr entry, maybe youve forgotten a little something
also did you add it under: "@reference = 512" ?
It's better to use [EMAIL="'@anim8x8'"]'@anim8x8'[/EMAIL] line because of 512 pixels. Don't forget to verify your coordinates which would be for a square 8x8 : 512/8=32 or the line '0 0 32 32'. A square 4x4 : 512/4=64 or the line '0 0 64 64'. The only problem I think is that 512 can not be divided by 6 so use 4 or 8.
yeah you need to sprite up a new animation there ;)
open [COLOR="Navy"]tex_anim.spr[/COLOR] and add this at the bottom
[COLOR="Navy"]# 36 frame texture 'flipbook' animation @animation tex6x6 offset 36 0.35 step # Automatically generate keyframes @auto=square @keyframes[/COLOR]
then in your weapon sprite you use [COLOR="Navy"]@anim=tex6x6 [/COLOR]at the end of the new torp entry.
Ok Achilles that worked thanks. next Qustion how did you come up with the offset step? The rest of the entry seems like common sence to me.
4x4 uses an offset of .5, with more frames in an animation you want it to cycle faster so the torpedo moves more fluidly... it was just an educated guess.
New question Rows and Columns in the animations would a 2 frames across be a row animation or a column animation?
row, though I'm a little unsure on the question there..
Rows are horizontal
- - - - - - - -
columns are vertical
- - - - - - - -
If that isn't what you asked then I need you to clear it up ;)