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2.8 Funks
Funks are used for making animated textures and other texture effects, like rolling and slithering textures.
Animated textures
To make animated textures, you'll have to choose a "trigger"-texture. The trigger texture will be replaced with animation frames, so you'll have to map the trigger texture into surfaces you want to animate.
The trigger texture can be part of the animation. Let's make an animation which counts numbers, from 1 to 4. The frames would be named, for example, Number1.tif, Number2.tif, Number3.tif and Number4.tif.
I'll choose Number1.tif as the trigger. In PT2 I put that texture to some wall, and then double-click the thumbnail in the bottom of the screen.
I'll rename the identifier into Numbers.MAT (notice that.MAT), and press OK. Now I'll open my track's textfile, and go to "START OF FUNK"-section. Under it I'll write these lines:
NUMBERS.MAT // Trigger texture
DISTANCE // Constant / distance, see note 1.
PISS OFF
NO FUCKING LIGHTING BASTARD
FRAMES
APPROXIMATE
CONTINUOUS // Continuous: repeats the animation.
2 // Frame rate: number of frames per second.
4 // Number of frames in this animation, in playing order.
NUMBER1 // The frames in this animation. (.TIF-files)
NUMBER2 // Notice, that there is no .MAT or .TIF in the end.
NUMBER3 // Write a frame twice to make it last longer.
NUMBER4 // Don't leave these notes after the frame names, it causes problems.

Note 1: Distance means that the animation plays only when you are near to it. (Might make the game a bit faster)
However, don't use it with traffic lights, because then it could be that every trafficlight in the intersection shows green light.
Instead, use "constant", which keeps the order in "mind" all the time, and traffic lights will work correctly.
Rolling textures
You can make the textures to scroll, like in checkpoints. (And we'll roll a checkpoint texture in this example)First you'll have to rename texture's identifier to have that .MAT in the end, again.
Then open the track's textfile, go to "START OF FUNK"-section and write:
CHECKPOINT.MAT
DISTANCE // Distance or constant.
ROLL // Rolls the texture.
CONTINUOUS // Repeats the rolling.
0.5 , 0.5 // Speed (horizontal, vertical)
NO FUCKING LIGHTING
NO ANIMATION YOU CUNT
Slithering textures (liquids)
WATER2.MAT // Trigger texture
CONSTANT
SLITHER
HARMONIC // Harmonic / linear, see note 1.
1.0 , 1.0 // Speed. (cycles per second)
20 , 20 // Distance of slithering. (Horizontal, vertical)
NO FUCKING LIGHTING
NO ANIMATION YOU CUNT
Note 1:
Harmonic = accelerates and slows down the slithering smoothly.
Linear = direction changes instantly.
Throb (liquids) Zooms in and out the texture.
LIQUID.MAT // Trigger texture
CONSTANT
THROB
HARMONIC // Harmonic / linear
2.0 , 2.0 // Speed. (Cycles per second) Horizontal, vertical.
10.0 , 10.0 // Throb factor. (How much to zoom in and out) Horizontal, vertical.
20 , 20 // Center of throbbing. (Horizontal, vertical)
NO FUCKING LIGHTING
NO ANIMATION YOU CUNT
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