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Author | Topic: UVrotate!!!!
seven125 Member Posts: 143 From:Austria Registered: Jan 2001 | posted 10-09-2001 01:36 PM Maybe you allready know this, but I found out how the UVrotate works properly. YOu know that the UVrotate makes a textures scroll "around itself". But I expirienced a lot of problems, for example that the water textures rotatet instead of the waterfall and so on. The basic syntax is UVrotate= signed byte the signed byte is for a numbber which settts the speed of rotation. You must imagine that every Animation range that you define in the LE has it's own UVrotate. For example: If the watertextures in your tga are before the waterfall texture that you want to rotate and you write only UVrotate= 15 in the script.txt then thhe water will do the rotate and not the waterfall texture. So for every animation range you have in the TGA seen from top to the bottom you have to make a UVentry in the script also seen from top to bottom. So if you unfortunately have the watertextures have before the waterfall texture then write: UVrotate= DISABLED //for the water UVrotate= 11 //for waterfall I hope you understood me and this helped you! IP: Logged
The Sage Of Time Moderator Posts: 413 From:West Virginia Registered: May 2000 | posted 10-09-2001 02:14 PM Very nice Discovery. ------------------ IP: Logged
seven125 Member Posts: 143 From:Austria Registered: Jan 2001 | posted 10-09-2001 02:23 PM Thanx Sage IP: Logged
Mulf Member Posts: 111 From: Registered: May 2001 | posted 10-09-2001 08:30 PM At last!...something constructive. Good job. IP: Logged
XETH Junior Member Posts: 30 From:Germany Registered: Feb 2001 | posted 10-10-2001 01:07 AM THX for Knowledge, now I know what does UVRotate. You can easyly use it with my ScriptGenerator IP: Logged

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