en:games:star_trek_armada_1:modding:sprites
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en:games:star_trek_armada_1:modding:sprites [2024-01-15-22-04] – [Sprite Definitions] 7saturn | en:games:star_trek_armada_1:modding:sprites [2025-03-03-20-08] (current) – [Sprite Files] 7saturn | ||
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Many aspects of the look and feel of //Star Trek: Armada// are created by so-called // | Many aspects of the look and feel of //Star Trek: Armada// are created by so-called // | ||
- A graphics file, containing some sort of bitmap graphic, that is used entirely or in part, the [[en: | - A graphics file, containing some sort of bitmap graphic, that is used entirely or in part, the [[en: | ||
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===== Sprite Files ===== | ===== Sprite Files ===== | ||
The text files of sprites are located in the folder with the same name in the Armada installation. They end with the extension //.spr//, e.g. // | The text files of sprites are located in the folder with the same name in the Armada installation. They end with the extension //.spr//, e.g. // | ||
- | * // | + | * // |
* // | * // | ||
* // | * // | ||
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''//< | ''//< | ||
- | The sprite name **must** be unique, while the same TGA file might be used by different sprites. However, the texture file for a specific sprite must fit its block definition (e.g. // | + | The sprite name **must** be unique, while the same TGA file might be used by different sprites. However, the texture file for a specific sprite must fit its block definition (e.g. // |
It may look like this, for example: | It may look like this, for example: | ||
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cAccelCannon | cAccelCannon | ||
</ | </ | ||
- | While the first line is a simple comment (comments start if a ''#'' | + | While the first line is a simple comment (comments start if a ''#'' |
+ | |||
+ | You can find an extensive list of sprites used by the stock game in the article [[Sprite Names]]. | ||
===== Sprite Coordinates ===== | ===== Sprite Coordinates ===== | ||
In the previous section the parts //Starting X//, //Starting Y//, //Width// and //Height// were not explained very detailed. They are the actual sprite coordinates. As was stated, an animated sprite may consist of multiple frames. Each frame is taken from the same animation, meaning, one texture contains all frames of the animation. TGA does not support animations, such as GIF does. Instead of that, specific sections of the given graphic are interpreted as being one single frame of the entire animation. | In the previous section the parts //Starting X//, //Starting Y//, //Width// and //Height// were not explained very detailed. They are the actual sprite coordinates. As was stated, an animated sprite may consist of multiple frames. Each frame is taken from the same animation, meaning, one texture contains all frames of the animation. TGA does not support animations, such as GIF does. Instead of that, specific sections of the given graphic are interpreted as being one single frame of the entire animation. | ||
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But this method of addressing sections of the graphic also allows to partition a texture for use in animations. | But this method of addressing sections of the graphic also allows to partition a texture for use in animations. | ||
===== Sprite Animations ===== | ===== Sprite Animations ===== | ||
- | The given section (0/0) to (256/64) of the described animated sprite defines only one frame, while the initial animation | + | The given section (0/0) to (256/64) of the described animated sprite defines only one frame, while the initial animation |
So all frames together are 256 pixels wide and 256 pixels high. Of course the TGA file has to have at least this size. While the example uses a 1 x 4 animation, others are also possible, like a 4 x 4 animation (like the ones used for certain photon torpedoes). For a 256 x 256 TGA file that would give each frame a 64 x 64 size, but 16 of them. They are displayed in the order left to right and then top to bottom (just when reading a book). | So all frames together are 256 pixels wide and 256 pixels high. Of course the TGA file has to have at least this size. While the example uses a 1 x 4 animation, others are also possible, like a 4 x 4 animation (like the ones used for certain photon torpedoes). For a 256 x 256 TGA file that would give each frame a 64 x 64 size, but 16 of them. They are displayed in the order left to right and then top to bottom (just when reading a book). | ||
- | Here is a list of animation names from the stock game: | + | A list of animation names from the stock game can be found in the article [[Texture |
- | ==== Texture | + | |
- | ^ Description | + | |
- | | Animation for [[en: | + | |
- | | Standard 4x4 Animations | '' | + | |
- | ==== Standard Row Animations ==== | + | |
- | ^ Description | + | |
- | | 2 Row Animation | '' | + | |
- | | 3 Row Animation | '' | + | |
- | | 4 Row Animation | '' | + | |
- | | 4 Row Cursor Animation | '' | + | |
- | | 5 Row Cursor Animation | '' | + | |
- | | 6 Row Cursor Animation | '' | + | |
- | | 7 Row Cursor Animation | '' | + | |
- | | 8 Row Cursor Animation | '' | + | |
- | | 8 Row Animation | '' | + | |
- | ==== Standard Column Animations ==== | + | |
- | ^ Description | + | |
- | | 6 Column Animation | '' | + | |
- | | 5 Column Animation | '' | + | |
- | | 4 Column Animation | '' | + | |
- | | 4 Column Animation | '' | + | |
- | | 2 Frame Column Animation | '' | + | |
- | | 4 Column Animation - Slow | '' | + | |
- | | 3 Column Animation | '' | + | |
- | | 2 Column Animation | '' | + | |
- | ==== Other Animations ==== | + | |
- | ^ Description | + | |
- | | Standard Square Animations | '' | + | |
- | | Custom Row Animations | '' | + | |
- | | Custom Columns Animations |'' | + | |
- | | 4 Column Animation | '' | + | |
- | | Custom Square Animations | '' | + | |
{{page> | {{page> | ||
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en/games/star_trek_armada_1/modding/sprites.1705356255.txt.gz · Last modified: 2024-01-15-22-04 by 7saturn