more formal defifnition.
save the explosion you want to be used for a specific object as
exp[name of object]bmp.mdl
so if you wanted to make all "Teleport (lt)" explode in a specific manner, save your file as
expTeleportltbmp.mdl
(dont use spaces, mdlc doesnt like it)
then the game when loading stuff looks in the artwork directory for exp[every model loaded's name]bmp.mdl any it finds get loaded and used as an explosion texture for that object when ever it gets killed.
i'm interested in animated textures for everything.
animated bullet sprites,
animated base textures (belters neon sign that can flicker)
an animated poster of the sun! this would be sooooo cool.
and working out if a texture is animated is simple too,
Code: Select all
//borrows a piece of code from my java uncombine script
int Height=imgs.getHeight();
int Width=imgs.getWidth();
int Frames = Width/Height;and since all out textures have the same width and height, and aren't stacked - all the frames are side by side, dividing the width by the height will always result in an integer which is the number of images next to each other.
side notes, for particles (bullets) the play speed is based on their lifespan - start at frame 0 when its made, reach end frame at the end of their life.
fading one frame in as the other fades out will smooth things for very long life bullets
p.s. with making explosions try to avoid letting particles reach the edges, i made a macro in photoshop that radially fades out from the middle
http://www.youtube.com/watch?v=hhvwv-xsiqw - without
http://www.youtube.com/watch?v=hV4n21B4Tak - with fade out
i don't have a screen shot of the version without the fadeout, but it looked bad in game, you basically get a yellow square because the texture stops and so many particles are at the edge.


