User Tools

Site Tools


en:games:star_trek_armada_1:modding:sprites

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
en:games:star_trek_armada_1:modding:sprites [2024-01-15-22-07] – [Sprite Definitions] 7saturnen:games:star_trek_armada_1:modding:sprites [2025-03-03-20-08] (current) – [Sprite Files] 7saturn
Line 1: Line 1:
-====== Sprite in Star Trek: Armada ======+====== Sprites in Star Trek: Armada ======
 Many aspects of the look and feel of //Star Trek: Armada// are created by so-called //sprites//. Sprites essentially consist of two aspects: Many aspects of the look and feel of //Star Trek: Armada// are created by so-called //sprites//. Sprites essentially consist of two aspects:
   - A graphics file, containing some sort of bitmap graphic, that is used entirely or in part, the [[en:game_tech:texture]].   - A graphics file, containing some sort of bitmap graphic, that is used entirely or in part, the [[en:game_tech:texture]].
Line 5: Line 5:
 ===== 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. //weapon.spr//. These are the so-called sprite files. There is a number of different types of sprites, defined in their corresponding 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. //weapon.spr//. These are the so-called sprite files. There is a number of different types of sprites, defined in their corresponding sprite files.
-  * //gui_global.spr//: Used for the looks of [[buttons]] and [[wire frames]].+  * //gui_global.spr//: Used for the visual parts of [[buttons]] and [[wire frames]].
   * //tex_anim.spr//: Defines the way weapon sprites are displayed and what kind of animations they represent (texture animations or moving textures).   * //tex_anim.spr//: Defines the way weapon sprites are displayed and what kind of animations they represent (texture animations or moving textures).
   * //weapon.spr//: Used for optical weapon effects.   * //weapon.spr//: Used for optical weapon effects.
Line 52: Line 52:
 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 stated something along the lines of being it a 1 x 4 animation. 1 column (x-direction) and 4 rows (y-direction). This means, there are to be 4 frames found in this TGA file, each one stacked below its predecessor. Meaning, the definition of (0/0) to (256/64) is only the starting frame, with three more coming below it, having the same dimensions. (This also shows, why sprite coordinates are not starting-point + end-point but starting-point + dimensions. The dimensions are re-used for animations and locating the other animation frames.)+The given section (0/0) to (256/64) of the described animated sprite defines only one frame, while the initial animation defined something along the lines of being it a 1 x 4 animation. 1 column (x-direction) and 4 rows (y-direction). This means, there are to be 4 frames found in this TGA file, each one stacked below its predecessor. Meaning, the definition of (0/0) to (256/64) is only the starting frame, with three more coming below it, having the same dimensions. (This also shows, why sprite coordinates are not starting-point + end-point but starting-point + dimensions. The dimensions are re-used for animations and locating the other animation frames.)
  
 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+list of animation names from the stock game can be found in the article [[Texture Animation Names]].
-==== Texture Animations Names ==== +
-^  Description  ^  Notation +
-| Animation for [[en:games:star_trek_armada_1:Shield Remodulation]] | ''tex2x2rmd''+
-| Standard 4x4 Animations | ''tex4x4_1.1'' \\ ''tex4x4_1.3'' \\ ''tex4x4_1.5''+
-==== Standard Row Animations ==== +
-^  Description  ^  Notation +
-| 2 Row Animation | ''tex2x1''+
-| 3 Row Animation | ''tex3x1''+
-| 4 Row Animation | ''tex4x1''+
-| 4 Row Cursor Animation | ''cursor4x1''+
-| 5 Row Cursor Animation | ''cursor5x1''+
-| 6 Row Cursor Animation | ''cursor6x1''+
-| 7 Row Cursor Animation | ''cursor7x1''+
-| 8 Row Cursor Animation | ''cursor8x1''+
-| 8 Row Animation | ''tex1x6.8''+
-==== Standard Column Animations ==== +
-^  Description  ^  Notation +
-| 6 Column Animation | ''tex1x6''+
-| 5 Column Animation | ''tex1x5''+
-| 4 Column Animation | ''tex1x4''+
-| 4 Column Animation | ''tex1x4med''+
-| 2 Frame Column Animation | ''tex1x2med''+
-| 4 Column Animation - Slow | ''tex1x4slow''+
-| 3 Column Animation | ''tex1x3''+
-| 2 Column Animation | ''tex1x2''+
-==== Other Animations ==== +
-^  Description  ^  Notation +
-| Standard Square Animations | ''tex2x2'' \\ ''tex2x2slow'' \\ ''tex2x2slow2'' \\ ''tex3x3'' \\ ''tex4x4''+
-| Custom Row Animations | ''vent'' \\ ''tex4x4.12'' \\ ''tex4x4slow''+
-| Custom Columns Animations |''linear column animation'' \\ ''ztrantex''+
-| 4 Column Animation | ''photanim'' \\ ''species 8472 phasers'' \\ ''spphaser_u'' \\ ''spphaser_v''+
-| Custom Square Animations | ''tex4x4_smoke'' \\ ''tex2x2flip'' \\ ''shldieanm'' |+
  
 {{page>footer&nofooter}} {{page>footer&nofooter}}
  
 [\_[[..:modding|Back to Modding]]\_] [\_[[..:modding|Back to Modding]]\_]
en/games/star_trek_armada_1/modding/sprites.1705356451.txt.gz · Last modified: 2024-01-15-22-07 by 7saturn

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki