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Old 24-11-06, 15:07   #1
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Default Animating textures

Animating textures in the LevelEditor

In LE you can create two different types of animating textures:
regular, like water and scrolling, like a waterfall.

Regular, like water: animation range
- To make textures animate you need to have a couple of similar textures, like water textures.
- You then need to paste those textures onto your TGA textureset. Place them right next to each other.
- Open your project in the LE and select Animation Ranges on the botton right hand corner of the LE window. Select the textures you want to animate ingame by rightclicking and dragging over them. A red frame appears around the textures. Click ok. Apply the textures.
Next time you open the Animation Ranges window the animation range will have a green frame.

If you have used too many different textures in your level the textures won't animate. It takes a lot of memory to make textures animate.

The same thing will happen if you use too many animation ranges in one level.
If you really need more animation ranges you can also use the TR3 style animation ranges . Some of the TR3 levels use multiple animated textures. Those texures are not 64x64 pixels, a full texture tile, but only 32x32 pixels. Four of these small texures are placed on one texturetile.
So you can have four different texuresets animating while only having one animation range!

If you use this trick you will need to build a small, seperate, room and texture it with the entire texuretiles of the animation range. If you don't do this the animation won't work properly and the level might even crash!

Scrolling animation, like waterfall
- paste a texture you want to have a scrolling animation into your TGA textureset.
- Open LE and select Animation Ranges. Select the texture tile and click ok. If you want to use both normal and scrolling animations you need to select the scrolling texture tiles first.
- Add the following line to your script: UVrotate= 8 . 8 being the speed of the scrolling. The higher the number the faster the animation.
If it walks like a duck and if it quacks like a duck, it is a duck.

Last edited by Titak; 08-10-15 at 14:23. Reason: fixing the links
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Old 24-11-06, 15:18   #2
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Animating textures on objects

Just like in LE it is possible to have regular and scrolling animated textures.

Scrolling animation, like waterfall
Just copy a waterfall object into your wad. Apply the waterfall texture to whatever object you want to have that animating texture.
The texture will also animate when applied to static objects!
It is also possible to have scrolling textures on puzzle-items.)
  • The texture will keep animating as long as you keep the WATERFALL object to which this texture is applied in your wad.
  • Make sure that the scrolling texture is the largest, length-wise, texture in your wad!

Regular, like water
You'll need Pixstr for this.
Pixstr only works with tr4 files so applying the animating textures takes place after you have compiled your level to a playable tr4.
  1. Create an animationrange on your TGA like described in the above section.
  2. I'm not completely sure if it is needed, but I found it very usefull: apply the textures somewhere in yoru prj.
    I always use a seperate room in which I also place the rollingballs for the "rollingball trick".
    It is best to apply them the way they should appear on the object. So, if the texture should be semi-transparant on the object, also apply it as semi-transparant in your prj.
  3. Compile the tr4 file
  4. Open the tr4 file in Pixstr and find the object you want to texture with the animationrange texture(s).
  5. Also find the animationrange textures on the texture pages.
    The tiles from the animationrange will not be lined up as neatly as they are in the "Animation range" window in the TRLE so you may need to scroll through a couple of pages to find them all.
  6. Apply the texture(s) to the object.
  7. Save the tr4 file and check out the result ingame.
If it walks like a duck and if it quacks like a duck, it is a duck.

Last edited by Titak; 27-06-13 at 12:37.
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