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[转帖] Animations file

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发表于 2007-5-16 11:44:11 | 显示全部楼层 |阅读模式
Structure
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The file is using standard T files structure and BOD syntax.

Every record begins with two mandatory fields, the rest of the structure depends on value of the first field.FieldDescription Animation typeCan be:
  • TAT_ONESHOT
  • TAT_LOOP
  • TAT_TAGLOOP
  • TAT_PINGPONG
  • TAT_MOVIE
  • TAT_TAGCOLLECTION
  • TAT_TAGSINGLESTEP
  • TAT_TAGONESHOT_REINIT
FlagsCan be:
  • TADF_COORDS - adds 2 more fields to every frame where it's set - See Flags
additional valuesDepends on Animation type Overal animation lengthSum of lengths of all frames within the animation Animation type
--------------------------------------------------------------------------------------------------------------------------------------------------------------
TAT_ONESHOT
Simple animation which runs from start to end and terminates.
TAT_ONESHOT; NULL; 73; 89; 0; 500; // 1 fireball explosionFieldDescription Texture 1Texture 2Texture 3It's always 0. It's really 3rd texture? TAT_LOOP
Animation which runs from start to end and then again from start.
TAT_LOOP; NULL; 633; 664; 0; 1000; // 58 caustic texture for waterFieldDescripti on Texture 1Texture 2Texture 3TAT_TAGLOOP
Animation which runs from start to end and then again from start. Allows explicit specification of width and height.
TAT_TAGLOOP; NULL; 121; 123; 4; NULL; 121; 600; NULL; 122; 200; NULL; 121; 200; NULL; 122; 200; 1200; // 8 position light 2FieldDescription Xwidth in pixels (0 = use full width) Yheight in pixels (0 = use full height) Frame countNumber of following frames Frame
  • Flags
  • Texture name
  • Frame length
Example of an entry with TATF_COORDS flag:

  1. TAT_TAGLOOP;NULL;0;0;11;        TATF_COORDS;effects\weapons\fx_beam_diff;50;0.00;0.00;        TATF_COORDS;effects\weapons\fx_beam_diff;50;0.00;0.066;        TATF_COORDS;effects\weapons\fx_beam_diff;50;0.00;0.132;        TATF_COORDS;effects\weapons\fx_beam_diff;50;0.00;0.198;        TATF_COORDS;effects\weapons\fx_beam_diff;50;0.00;0.264;        TATF_COORDS;effects\weapons\fx_beam_diff;50;0.00;0.33;        TATF_COORDS;effects\weapons\fx_beam_diff;50;0.00;0.396;        TATF_COORDS;effects\weapons\fx_beam_diff;50;0.00;0.462;        TATF_COORDS;effects\weapons\fx_beam_diff;50;0.00;0.528;        TATF_COORDS;effects\weapons\fx_beam_diff;50;0.00;0.594;        TATF_COORDS;effects\weapons\fx_beam_diff;50;0.00;0.66;550; //85 - tug
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laserNote the two additional fields in every frame (after the frame length).

TAT_PINGPONG
Animation which runs from start to end and then from end to start.
TAT_PINGPONG; NULL; 0; 0; 5; NULL; 314; 10000; NULL; 365; 20000; NULL; 314; 10000; NULL; 365; 30000; NULL; 314; 15000; 85000; // 37 station windows light mapFieldDescription Xwidth in pixels (0 = use full width) Yheight in pixels (0 = use full height) Frame countNumber of following frames Frame
  • Flags
  • Texture name
  • Frame length
Flags
--------------------------------------------------------------------------------------------------------------------------------------------------------------
TATF_COORDS
This flag adds two additional parameters to every frame where it's set: X and Y coordinates where the texture should be taken from the source file.
The coordinates are expressed in percents of the input image width and height.

  1. TAT_TAGONESHOT; NULL; 0; 0; 16;         TATF_COORDS;effects\explosions\exp_small_diff;50;0.00;0.00;        TATF_COORDS;effects\explosions\exp_small_diff;50;0.25;0.00;        TATF_COORDS;effects\explosions\exp_small_diff;50;0.50;0.00;        TATF_COORDS;effects\explosions\exp_small_diff;50;0.75;0.00;        TATF_COORDS;effects\explosions\exp_small_diff;50;0.00;0.25;        TATF_COORDS;effects\explosions\exp_small_diff;50;0.25;0.25;        TATF_COORDS;effects\explosions\exp_small_diff;50;0.50;0.25;        TATF_COORDS;effects\explosions\exp_small_diff;50;0.75;0.25;        TATF_COORDS;effects\explosions\exp_small_diff;50;0.00;0.50;        TATF_COORDS;effects\explosions\exp_small_diff;50;0.25;0.50;        TATF_COORDS;effects\explosions\exp_small_diff;50;0.50;0.50;        TATF_COORDS;effects\explosions\exp_small_diff;50;0.75;0.50;        TATF_COORDS;effects\explosions\exp_small_diff;50;0.00;0.75;        TATF_COORDS;effects\explosions\exp_small_diff;50;0.25;0.75;        TATF_COORDS;effects\explosions\exp_small_diff;50;0.50;0.75;        TATF_COORDS;effects\explosions\exp_small_diff;50;0.75;0.75;800;// 71 small impact explosion
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First entry: coordinates are [0, 0] which means that the texture will be copied from [0, 0] in the source image

Second entry: coordinates are [0.25, 0] which means X = 25% from input image width. The input image has dimensions 512 x 512 pixels which gives us 512 * 0.25 = 128 pixels. That means that the texture will be copied from coordinates [128, 0] from the input image.

[ 本帖最后由 HammerSun 于 2007-5-16 12:54 编辑 ]
发表于 2007-5-16 12:50:42 | 显示全部楼层
:o
    疑似重复帖的样子,锤大也玩刷屏?:Q
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 楼主| 发表于 2007-5-16 12:58:09 | 显示全部楼层
不重复,刚网速慢,可能出了故障。
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