NGLE Manual
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The NGLE Manual

Animating Textures - The Basics

By Bedazzled

Note: This tutorial applies only to the new game engine which has opened up a whole new world of possibilities for using animating textures in levels. The setting up of animation ranges is also far easier than ever before.

The main points are listed below.

  • It is now possible to have multiple UvRotate ranges each scrolling with a different speed and or direction, alongside one or more TR3 style waterfalls.
     
  • The textures can now be placed anywhere in the texture map providing that all of the textures to be used in each range are grouped together.
     
  • There is no longer a requirement for the UvRotate = line in the script; everything is setup from within the Animating Texture window of the editor.
     
  • A previously built V49 project with all animating ranges set and working correctly can be converted to a V50 project simply by using the map converter. And the new project will continue to work correctly without the need to reset the animation ranges.

As the title suggests this tutorial covers only the basics; a second tutorial will cover more advanced techniques requiring use of new triggers and script changes.

I will first describe how to setup the various types of animating textures and then show the correct way to convert a V49 project to a V50 project.

Description of the animation range window dropdown boxes and buttons

Notes

  • The Reduce button only appears if a V50 project is being used.
     
  • Before setting the very first range get into the habit of clicking the “R” button to clear any existing ranges.
     
  • The Anim-type dropdown box contains several options, two of which, the P-Frames and River-Rotate options, are covered in the advanced animating textures tutorial.

Basic water textures

These are the simplest to setup. Select the required textures by clicking and dragging and leave all settings at their default values as shown here.

Now click the Assign button followed by the Ok button. To check the range has been assigned open the Animation Range window again. The range should now be surrounded by a green line. Click ok to close the window.

It should be noted that the range settings will not be shown. However clicking on a range will put a red border around them and bring up the settings assigned to that animation range. This is very useful when you have several scrolling ranges set and want to check their speed and direction. As long as you don’t click the assign button again their settings will remain unchanged.

Scrolling Textures

These are the waterfall textures used in the Angkor Wat level of TR4 and also the falling sand and Lava textures used in TR4. These are setup in a similar way to normal water textures but this time you must set the anim type, the frame rate and the animation speed.

Begin by selecting the range as before and apply the following settings.

  • Anim Type = Full Rotate.
     

  • Frame Rate = Max FPS.
     

  • UvRotate = 8 ( this was the default value used in the script ) a higher value will increase the animation speed and a lower value will reduce it. A negative value can also be chosen which will reverse the direction of the animation.

 

Click the Assign button and close the window. Additional scrolling texture ranges can be setup in the same way and different animation speeds can be applied to them.

If you want to adjust the speed of a previously set animation range simply click on it. A red border will surround it and then set the new UvRotate value and click the Assign button.

TR3 Waterfalls

It was found during extensive testing that textures taken from a TR3 TGA set which had been downloaded from TRSearch would not animate, probably due to the method used when extracting them from the CD.

When setting up these waterfalls you use two methods.

  • If you only have one waterfall in the level or just want to use the default speed set them up in exactly the same way as normal water textures.
     

  • If you have several and want them flowing at different speeds or have a single waterfall and want to adjust its speed, set it up as a scrolling texture choosing the Half- Rotate option from the Anim-Type dropdown box.

Notes

  • It is not possible to adjust the speed or direction of these textures when applied as transparent.
     
  • All eight waterfall textures must be in your tga and they must all be selected when applying an animating range to them.
     
  • One complete tile from the range must be placed in the level either in an unconnected room or hidden beneath or behind a suitable object.

Place only a one quarter segment of the first waterfall texture tile in your level and allow it to stretch.

Place only the outlined segment in your level.

Converting a V49 project to a V50 project

It make no difference if your V49 project consists of only 64 x 64 pixel textures or a mixture of 64 x 64 and 128 x128 pixel textures the conversion method is the same.

The texture alignment used in original prj box should be set to 64 x 64 and the target data should be set to 128 x 128. But you should be aware that any 128 x 128 textures which were in your V49 map will be resized to 256 x 256 during the conversion process.

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