ANIMATING TEXTURES AND WORKING WITH SCROLLING TEXTURES
Each of the TR4 scrolling textures consist of a set containing two tiles as shown below, from left to right they are Lava, Sand and the Angkor Wat waterfall.
Download ready to use 128x128 Animating and Scrolling Textures here:
Important! This tutorial only covers the NGLE. If you are using the new game engine please read the tutorial on animating textures in Chapter 12 of the NGLE Manual (to follow)
Scrolling textures are used to provide TR3 and Angkor Wat style animated texture waterfalls, flowing rivers of lava and falling sand. In this tutorial I’ll explain how to set them up for use with both the original level editor and the NGLE by Paolone.
The Tr3 waterfall is made up of a set containing eight tiles as seen below which shows the textures from the TR3 jungle level extracted in Tbuilder.
The Original Level Editor
Begin by adding the required textures to your tga set; here I’ve added the Angkor & Tr3 waterfalls onto the end of the tut1 tga you should avoid having them as the first row in the tga set.
Setting the animation ranges
Click on the animating ranges button at the bottom of the texture panel to open the ranges setting panel.
If, as seen above, any of the textures have a green line around them, left click on them and the line should become red. Then click the Delete Range button because you must first remove any existing animation ranges.
The scrolling texture ranges need to be set in the order that they appear in the tga set, followed by setting any normal water textures. Right click and drag to select a set of textures then click the ok button.
Selecting the next set.
Both sets of scrolling textures are now set.
Finally the normal water textures can be set.
When placing the TR3 waterfall textures in your level don’t segment the wall where they will be applied, allow them to stretch. Apply only a quarter of one tile as shown in this picture to the whole area to be covered.
You must also make a 2 x 2 block room not connected to your level, and make certain you apply all eight of the full Tr3 texture tiles to it. If you miss just one tile out the textures will not scroll in game.
Note when using the Angkor Wad waterfall only apply the clear texture of the set.
If you are using TR4 scrolling textures you must add this line to your level in the script txt file.
The number determines the scrolling speed, lower numbers = slower speed. A negative number will reverse the direction of scrolling.
You should then save your script file and run the Script MS-Dos batch file to convert it.
The NGLE V50 projects. (128 x 128 pixel textures)
To get 128 x 128 pixel scrolling textures to work requires modifying them as described below under the heading - NGLE- UVrotate texture modification. Or you can use the textures included with this tutorial (see above for download link).
It also requires care when placing the textures into the tga map and setting the animation ranges. I will describe how to set up a TR3 style waterfall, the Angkor Wat waterfall and normal water textures as seen in the picture at the beginning of this tutorial.
Your first scrolling textures should be placed positioned as the 6th texture onwards in the map. All Tr4 scrolling textures should be come first, then any TR3 waterfall textures and finally the normal water textures.
The picture below shows how the textures are arranged. The TR3 textures are arranged as 2 blocks of 4 textures.
The textures are applied to the level as described in the previous section, and TR4 textures will require the Uvrotate line in the script for your level.
But setting the animation ranges is a bit more involved.
Click on the animating ranges button at the bottom of the texture panel to open the ranges setting panel. Click on the “R” button to delete any existing ranges.
Highlight your first set of animating textures by right click & dragging. Set the nUV Ranges box to 1, click the assign & ok buttons.
Open the animation ranges panel again, the first texture set will have a green border around it. Highlight the next set of animating textures and set the nUV ranges box to 2, click the assign & ok buttons.
Repeat this process for the normal water animating texture set, but this time do not change the nUV Ranges box.
Your animating ranges are now set, if you open the animation ranges panel again each set of animating textures should have a green border around it.
You should now have animating textures in game.
NGLE- UVrotate texture modification
If your graphics program has a grid option set it to 128 x 128 with 2 subdivisions, also enable the snap to grid option this will make the process easier and more accurate.
Starting with a 128 x 128 pixel texture
1) Compress the texture until it’s 128 x 64 pixels as shown here.
2) Select and copy the new 128 x 64 pixel section of the texture as shown below.
3) Paste the selection back again and position it below the copied texture as shown here.
Repeat steps 1- 3 above for a second time; your texture is then ready to use.
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