Rejoignez-nous sur le discord Urban Terror France !
Rejoignez-nous sur le discord Urban Terror France !
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Guide rapide concernant l'inscription sur le site officiel du jeu. Créez ainsi votre compte joueur qui permet d'être authentifié sur les serveurs de jeu de la 4.2 !
Statistiques globales et en temps réel de la totalité des serveurs d'Urban Terror. Suivez l'évolution du nombre de joueurs sur Urban Terror !
Si au contraire tu veux que ta light "clignote" il faut ajouter dans "Key" : style et "Value" : (un chiffre entre 0 et 9 me semble)6.1.3 AnimMap <frequency> <texture1> ... <texture8>
The surfaces in the game can be animated by displaying a sequence of 1 to 8 frames (separate texture maps). These animations are affected by other keyword effects in the same and later shader stages.
<Frequency>: the number of times that the animation cycle will repeat within a one second time period. The larger the value, the more repeats within a second. Animations that should last for more than a second need to be expressed as decimal values.
<texture1> ... <texture8>: the texturepath/texture name for each animation frame must be explicitly listed. Up to eight frames (eight separate .tga files) can be used to make an animated sequence. Each frame is displayed for an equal subdivision of the frequency value.
Example: AnimMap 0.25 animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga would be a 4 frame animated sequence, calling each frame in sequence over a cycle length of 4 seconds. Each frame would be displayed for 1 seconds before the next one is displayed. The cycle repeats after the last frame in sequence is shown.
Design Notes: To make a texture image appear for an unequal (longer) amount of time (compared to other frames), repeat that frame more than once in the sequence.
textures/sfx/flameanim_blue
{
//*************************************************
//* Blue Flame *
//* July 20, 1999 Surface Light 1800 *
//*Please Comment Changes *
//*************************************************
qer_editorimage textures/sfx/b_flame7.tga
q3map_lightimage textures/sfx/b_flame7.tga
surfaceparm trans
surfaceparm nomarks
surfaceparm nolightmap
cull none
q3map_surfacelight 1800
// texture changed to blue flame.... PAJ
{
animMap 10 textures/sfx/b_flame1.tga
textures/sfx/b_flame2.tga
textures/sfx/b_flame3.tga
textures/sfx/b_flame4.tga
textures/sfx/b_flame5.tga
textures/sfx/b_flame6.tga
textures/sfx/b_flame7.tga
textures/sfx/b_flame8.tga
blendFunc GL_ONE GL_ONE
rgbGen wave inverseSawtooth 0 1 0 10
*
}
{
animMap 10 textures/sfx/b_flame2.tga
textures/sfx/b_flame3.tga
textures/sfx/b_flame4.tga
textures/sfx/b_flame5.tga
textures/sfx/b_flame6.tga
textures/sfx/b_flame7.tga
textures/sfx/b_flame8.tga
textures/sfx/b_flame1.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sawtooth 0 1 0 10
}
{
map textures/sfx/b_flameball.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sin .6 .2 0 .6
}
}