HowTo:Make Animated Textures
Tips for realistic-looking textures | HowTos | Editing BFXM files (format spec) |
Using animated textures on a model is similar to using regular textures. Instead of (or in addition to) setting the texture element in the xmesh, you must set the animation element as well. For example:
<Mesh scale="1.0" ... blend="ONE ONE" animation="whitelight.ani">
would create a blinking white light.
Animations are fairly simple. Each animation is made up of a folder containing several individual pictures. It also contains an .ani file that tells the game what frames to display and in what order. Here is an example of an .ani file:
-10 10 40 .035 blink0000.png blink0001.png blink0002.png blink0003.png blink0004.png
FIXME - I don't know what the numbers at the top mean.
After the numbers, there is a list of frames to be used in the animation. You may reference each frame as many times as you like. For instance:
blink0009.png blink0010.png blink0010.png blink0010.png blink0010.png
will display frame nine briefly, and frame ten for a longer period. This is especially useful for blinking animations, where you want to display the black frame for a long period of time to control the interval between blinks.
The standard running light animations are redlight.ani, bluelight.ani, greenlight.ani, and whitelight.ani. Other special light animations exist, such as blink.ani for the Llama and streak.ani for the Ariston.
You can find all the .ani files used by the game in the "animations" folder.