- Extracted all 13,555 files from files.7z (1.2GB uncompressed) - Includes: vehicles, tracks, audio, textures, UI, manifests - Also kept files.7z for easy download - Full working directory for asset development
80 lines
3.6 KiB
Plaintext
80 lines
3.6 KiB
Plaintext
; Animations file
|
|
; =============================
|
|
|
|
; Format:
|
|
; <png name> <Direction> <Anim type> <Frames> <Time>
|
|
|
|
; png name: The name of the png to scroll
|
|
|
|
; <Direction>
|
|
; This represents the direction of the frames, both primary and secondary
|
|
; Must be a combination of [LR, RL, TB, BT]
|
|
; LR = left to right
|
|
; RL = right to left
|
|
; TB = top to bottom
|
|
; BT = bottom to top
|
|
;
|
|
; eg LRTB: frames go from left to right then when it gets to the edge goes down to the next row
|
|
|
|
; <Anim type>
|
|
; The type of animation, must be one of [S, J]
|
|
; S = Scrolling, the image will scroll smoothly between frames, this only works properly with single row or single column textures
|
|
; J = Jumping, the image will jump from one frame to the next
|
|
|
|
; <Rows and columns>
|
|
; Two numbers representing rows and columns consecutively
|
|
; - If this is set to 1 1, the whole texture will be shown on the mesh.
|
|
; - If either of these values are greater than one, the image will be divided into that many parts.
|
|
; For example if rows was set to 2 and columns to 1, the image would be divided into 2 halves
|
|
; and you would only see half of the image at a time. If the animation type was set
|
|
; to J (jumping), the animation would jump from the first half to the second, and if
|
|
; it was S (scrolling) the animation would scroll smoothly between the 2 frames.
|
|
|
|
; <Time>
|
|
; The total time (in milliseconds) taken to complete an animation cycle
|
|
; Keep in mind that due to the precision of values in the code times that are not a power of 2 may
|
|
; lose a small amount of accuracy.
|
|
|
|
; NOTES:
|
|
; - Any line starting with a ";" is a comment
|
|
; - All of those flags must be there for each png listed.
|
|
; - Make sure that the UV coords for each animated texture are either 0 or 1.
|
|
; Which basically means that in max you'll see all the frames on the mesh at once,
|
|
; and that they'll be squashed up. This allows us to easily add/remove frames later
|
|
; simply by changing the 'rows and columns' attributes.
|
|
|
|
; WARNING!!! The following information is probably out of date.
|
|
; *** IMPORTANT ***
|
|
; In motorway, you can load an instance file and turn textures on to view the animations
|
|
; before they go in the game. There's a "Reload Animations" button in motorway which
|
|
; allows you to edit this file, and then reload the animations to see the changes
|
|
; instantly.
|
|
; One thing to be aware of however, is if you do change the animations after you've
|
|
; already saved some M3G's that use those animations, YOU MUST RE EXPORT THOSE M3Gs!!!
|
|
; This is because this animation file is loaded whenever an ase is loaded, and the UV
|
|
; coords inside the model are changed based on this animation data.
|
|
|
|
; example row: (remove the ";")
|
|
; blue_guide_arrow.png LRTB J 4 2 8192
|
|
|
|
T crowd_anim_celeb.png LRTB J 2 4 2000
|
|
T flagswinger_anim.pvr LRTB J 4 2 1000
|
|
T crowd_sitting_celeb.png LRTB J 2 2 1000
|
|
T standing_crowd.pvr LRTB J 2 4 1500
|
|
T flag_anim_beecherton.pvr LRTB J 2 2 1000
|
|
T corona_green_animated_add.pvr LRTB J 2 2 2000
|
|
T corona_red_animated_add.pvr LRTB J 2 2 2250
|
|
T mckinley_waterfall.pvr BTBT S 1 1 3000
|
|
T fountain_water.pvr BTBT S 1 1 1000
|
|
T animated_traffic_light.pvr LRLR J 2 1 1200
|
|
T animated_traffic_light_hd.pvr LRLR J 2 1 1200
|
|
T prop_chopper_blade_anim.pvr LRTB J 2 2 250
|
|
T corner_arrow_kruger_animated_unlit.pvr LRTB J 1 2 1000
|
|
T anim_camera_flash.pvr LRTB J 8 8 500
|
|
T anim_camera_flash_2.pvr RLBT J 8 8 600
|
|
T anim_camera_flash_3.pvr RLBT J 8 8 540
|
|
T crowd_grandstand_hd_anim.pvr LRTB J 2 2 1200
|
|
T crowd_grandstand_king_hd_anim.pvr LRTB J 2 2 1200
|
|
T corner_arrow_animated_unlit.pvr LRTB J 1 3 1000
|
|
F mat_branding_television_base.pvr 3000
|
|
F mat_branding_television_wide_base.pvr 3000 |