Talk:TXMT/Parameters/CategorisedList/TexturalAnimation

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Re - "Note, the usage of this type of animation is similar to that of the bouncing-loop animation of Simposer and Simposer2. In other words, the animation will run forwards and backwards continuously and consecutively. (forwards -> backwards -> forwards -> backwards -> forwards -> backwards -> ... indefinitely)"

The style of the looping is dependent on the trans waveform value. The "bounce" effect you described sounds like a triangle waveform (the most common that I've seen in game). I've used a sawtooth waveform for a waterfall texture, which is continuous one-way looping (ie - forwards -> forwards -> forwards -> ...) and that worked fine in game. I haven't tried any other waveforms in there, but a few others spring to mind as possibilities: http://commons.wikimedia.org/wiki/Image:Waveforms.png Echo

Thanks for the link... mind if I link it there? :) I'm gonna go back and check my old recolours and probably make some new recolours... for that to confirm that. It could have been just because the recolour is a sphere recolour that leads to visual illusions that I failed to recognise. Oh, I love the graph, it's simple enough. Now, I wonder if square can be a hidden value! After all, I take your pointsniol 02:18, 12 February 2007 (CST) " if ($rainLevel >= 1)

           # first pass at roof rain stage
              stage
                 ffTextureCoordsSource 0
                 texture "causticstiled"
                 textureMatrixAnimation -targetType fixedFunction -atrans sawtooth .1 0 (0,1) (0,0)

" this further agrees with it.niol 23:16, 11 March 2007 (CST)

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