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en:games:star_trek_armada_1:modding:sprites

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en:games:star_trek_armada_1:modding:sprites [2024-01-15-22-12] 7saturnen:games:star_trek_armada_1:modding:sprites [2025-03-03-20-08] (current) – [Sprite Files] 7saturn
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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. //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.
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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 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).
en/games/star_trek_armada_1/modding/sprites.1705356749.txt.gz · Last modified: 2024-01-15-22-12 by 7saturn

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