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BlueSaberTex

Example of an Animated texture, here a lightsaber blade texture.

RequirementsEdit

  1. Image Editor(which supports editing and saving TGA files, along with alpha channel creation/editing if wanted/needed).
  2. Notepad(used to make/edit TXI files)

To StartEdit

Some choices need to be made. Such as, depending on the size of the texture you are using, how many frames do you want to use.

For example:Edit

If a existing texture you want to animate is 256x256, and one wants 4 frames, then the size of the texture will be 1024x1024. It is likely that higher sizes/more frames might cause some slow-down in game, depending on the system.

Next, you will want to open notepad. Add this, although don't save it just yet:

proceduretype cycle
defaultwidth 256
defaultheight 256
numx 2
numy 2
fps 6

For an explanation of these lines, see the Animating Textures Section on the TXI Files page.

With these lines in place, the frame size will be 256x256, and with four frames. Now, to save the txi file. When saving, click the arrow for the drop down menu for the "Save As Type" box, and change this to "All". The txi file should be named the same as the texture - if the name if the tga file is "w_lsabrered01.tga", then the txi file will be "w_lsabrered01.txi". Once you have the texture name in the box, add .txi to the end, then save it.

Next, would be editing the image itself. As an example, making a lightsaber blade shimmer(like the image above). This requires taking the existing texture, making a completely new image, and then copying the image three times, so you have four instances of the texture. Once you have this, you have your "frames".

Now, the method to do this depends on simple, or difficult. The easier method is to use Photoshop's "Outer Glow" effect on a new layer, with a white circle(placed exactly where the existing one is). As before, copy it three times, placing each one over the existing circle.

All that is left, is editing the Outer Glow setting to have each instance be different, but with the same color for each. This can be done by editing the values for the "Size" and "Spread" of the effect.

As for the speed of this, the fps can be set to anything. However, since most created animated textures will use an even number of frames, then even numbers are best for this as well.

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