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Texture Tex_anim Sprite Offcenter Size Issue

obriensucks

Cadet Sophomore
Joined
8 Jul 2020
Messages
36
Age
35
In my custom install, I've been having an issue with the textures being offset (scaled improperly) on my transporter effect, though I've also noticed this with the Negh'var ion cannon effect.

I checked the tex_anim sprite, but am not quite sure what to look for. It seems to me that the transporter effects fall under "tex4x4", but I'm not sure what to do with it. I have dled mods that have made edits to the tex_anim file.

# 16 frame texture 'flipbook' animation
@animation tex4x4
offset 16 0.5 step
# Automatically generate keyframes
@auto=square
@keyframes

##### CUSTOM ROW ANIMATIONS ####

#damage venting gas or plasma animation
@animation vent
offset 6 1.0 step
# Automatically generate keyframes
@auto=column
@keyframes
 

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CptBenSisko

The Emissary
Joined
2 Feb 2010
Messages
611
So, tex4x4 means that the textures has 4 images in a row and 4 images down to create the animation. the first number is across so 4, meaning it will read each image from left to right and then proceed to the next row. I would check the actual weapon.spr in your mod (if you aren't using a Fleet OPs based mod) and see what sprite your transporter effect is using.

for example, in Fleet Ops, the Federation Transporter sprite looks like this

@tmaterial=additive
@reference=512
federationtransport federationtransport 0 0 128 128 @anim=tex4x4


so @reference=512 means the image is 512x512 pixels large... if you are using a smaller transporter texture, then you need to either resize to 512x512 or update your sprite entry. very seldom does the tex_anim.spr get corrupted or messed up. but sprite entries are easy to fudge. for this example, the first two zeros are unimportant, because because its a flipbook style animation... think of the way cartoons were drawn before computers. the animator had to draw each animation step by step. same concept here. Now the 128 represents the number of pixels wide and high that the animation will look for.. 128 x 4 = 512. Bingo.

So I would definitely recommend seeing if you changed the transporter texture or altered the sprite entry by accident.
 

CptBenSisko

The Emissary
Joined
2 Feb 2010
Messages
611
Aha thanks! I was able to fix it. I guess it's the same method by which we can get wireframes to display correctly.
indeed Mr. OBrien.. glad to see you got it resolved.. we'll make a Chief of Operations out of you yet. LOL
 
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