- Joined
- 31 Jul 2012
- Messages
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- Age
- 32
Over on FF, someone posted a pretty neat weapons pack recently. However, its color range was limited. I'm wanting to recreate the I-Mod/U-Mod phaser for use in my game, but I'm wanting to improve on the original texture idea by including a wider color range. The idea is to use the primary, secondary, and tertiary colors of the color wheel for this, with a total of twelve colors.
The problem I'm having is I can't get a flipbook animation to work for this. I've been trying to make it do twelve rows but for some reason it isn't working, and I don't know how to manually specify keyframes for flipbook animations. I've tried square and rectangular textures, I've tried shrinking the texture down to a power of 2, and I've tried adding some blank space on the end of the texture to make the animation go through rows that are a power of 2, but so far nothing seems to work.
I know I could try to create the same effect with a sprite node, but I'd prefer to keep the coloration in the texture. Does anyone know what I might be doing wrong?
This is my code:
# 12 row animation
@animation tex1x16
offset 16 3.0 step
@auto=row
@keyframes
The problem I'm having is I can't get a flipbook animation to work for this. I've been trying to make it do twelve rows but for some reason it isn't working, and I don't know how to manually specify keyframes for flipbook animations. I've tried square and rectangular textures, I've tried shrinking the texture down to a power of 2, and I've tried adding some blank space on the end of the texture to make the animation go through rows that are a power of 2, but so far nothing seems to work.
I know I could try to create the same effect with a sprite node, but I'd prefer to keep the coloration in the texture. Does anyone know what I might be doing wrong?
This is my code:
# 12 row animation
@animation tex1x16
offset 16 3.0 step
@auto=row
@keyframes