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Author Topic:   Waterfall tiles as in Angkor
jbc21
Member

Posts: 151
From:Eilat, Israel
Registered: Feb 2001

posted 05-12-2002 01:33 AM     Click Here to See the Profile for jbc21   Click Here to Email jbc21     Edit/Delete Message   Reply w/Quote
Probably a stupid question but does anybody know how to animate the tiles that show running water over stone, as in the Angkor level. I'm not talking about a real vertical waterfall, but about a thin layer of running water over a stony slope. if you see what I mean !!!
In the tile tga file, I see two tiles that could work : water on a yellow stone background and water on a transparency black background. If I animate them together (range animation), in game, I get of course an alternance of yellow and black flashes but not "running water". What is the trick to make it work? Shall I place a waterfall animation in the wad, or something?
Can someone help me?

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Malte
Member

Posts: 148
From:Germany
Registered: Apr 2002

posted 05-12-2002 02:36 AM     Click Here to See the Profile for Malte   Click Here to Email Malte     Edit/Delete Message   Reply w/Quote
I'd like to know that too. There is moving water in the temple of poseidon too. I think the water moving is also created with a texture. But there is only one water texture in the TGA file.

Maybe you could try to set an animation range with only that texture and then add the line UVRotate to the script. Check the original script of TR: TLR to see, how the line is used.

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eTux
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Posts: 978
From:Valmiera, Latvia
Registered: Jan 2002

posted 05-12-2002 03:33 AM     Click Here to See the Profile for eTux   Click Here to Email eTux     Edit/Delete Message   Reply w/Quote
You must add the UVrotate to your script for that level. It will make it look like a streem, it will animate so fast you wont even notice it.

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piega
Member

Posts: 525
From:Netherlands
Registered: Dec 2000

posted 05-12-2002 05:21 AM     Click Here to See the Profile for piega   Click Here to Email piega     Edit/Delete Message   Reply w/Quote
UVrotate= 2

Copy the above line in the script of your level. I have added value 2 to make the stream slower. In Ankor wad it used 8 wich is much faster. Adding -1 or lower will animate backwards.

There are a few things in to keep in mind.

1 : Make sure the UVrotate textures are the second animation range.

2 : All rooms must follow each other. That is, no empty rooms slots between rooms or one or more textures will not animate. This also counts for creating a mirror room.

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Dont you think you've seen enough?...BANG!!!

[This message has been edited by piega (edited 05-12-2002).]

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jbc21
Member

Posts: 151
From:Eilat, Israel
Registered: Feb 2001

posted 05-12-2002 05:46 AM     Click Here to See the Profile for jbc21   Click Here to Email jbc21     Edit/Delete Message   Reply w/Quote
To all of you: thanks a lot!

JB

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