mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
new template
This commit is contained in:
@@ -1,5 +1,5 @@
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# complete file name is: SPRITESHEET + bodypart name + EXTENSION
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SPRITESHEET=mods/basegame/sprites/test_werebeast/taimu_
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SPRITESHEET=mods/basegame/sprites/test_werebeastf/taimu_
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EXTENSION=.tga
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# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
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# ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX
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@@ -18,10 +18,11 @@ CONFIG=SIZE 64,98;ORIGINX 40
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SKELETON_STAND=HEADGEAR 0,32;\
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ARM_REST_LEFT -8,49;HELD_ITEM -6,11;\
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HEAD 2,83;\
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BUST_0 4,60;\
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TORSO_0 0,55;\
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TORSO_1 0,55;\
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LEG_REST_RIGHT -4,22;\
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LEG_REST_LEFT 7,22;\
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LEG_REST_RIGHT -5,22;\
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LEG_REST_LEFT 6,22;\
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ARM_REST_RIGHT 11,51;\
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TAIL_0 -11,27
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@@ -34,4 +35,4 @@ ANIM_RUN_4=ALL 0,2;LEG_REST_RIGHT 0,2;LEG_REST_LEFT 0,-2;TAIL_0 1,0
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ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
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ANIM_IDLE_1=TORSO_1 0,-999;HEAD 0,-1
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ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1
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ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1;BUST_0 0,1
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@@ -1,5 +1,5 @@
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# complete file name is: SPRITESHEET + bodypart name + EXTENSION
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SPRITESHEET=mods/basegame/sprites/test_werebeast/taimuglow_
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SPRITESHEET=mods/basegame/sprites/test_werebeastf/taimuglow_
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EXTENSION=.tga
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# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
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# ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX
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@@ -18,10 +18,11 @@ CONFIG=SIZE 64,98;ORIGINX 40
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SKELETON_STAND=HEADGEAR 0,32;\
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ARM_REST_LEFT -8,49;HELD_ITEM -6,11;\
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HEAD 2,83;\
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BUST_0 4,60;\
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TORSO_0 0,55;\
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TORSO_1 0,55;\
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LEG_REST_RIGHT -4,22;\
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LEG_REST_LEFT 7,22;\
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LEG_REST_RIGHT -5,22;\
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LEG_REST_LEFT 6,22;\
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ARM_REST_RIGHT 11,51;\
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TAIL_0 -11,27
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@@ -34,4 +35,4 @@ ANIM_RUN_4=ALL 0,2;LEG_REST_RIGHT 0,2;LEG_REST_LEFT 0,-2;TAIL_0 1,0
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ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
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ANIM_IDLE_1=TORSO_1 0,-999;HEAD 0,-1
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ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1
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ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1;BUST_0 0,1
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37
assets/mods/basegame/sprites/taimu_glow_old.properties
Normal file
37
assets/mods/basegame/sprites/taimu_glow_old.properties
Normal file
@@ -0,0 +1,37 @@
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# complete file name is: SPRITESHEET + bodypart name + EXTENSION
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SPRITESHEET=mods/basegame/sprites/test_werebeast/taimuglow_
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EXTENSION=.tga
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# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
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# ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX
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CONFIG=SIZE 64,98;ORIGINX 40
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# note to self: don't implement skeleton hierarchy: there's too many exceptions
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# besides, you have "ALL" key.
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! a skeleton also defines what body parts (images) be used.
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! you can also write multiline text using reverse solidus; this is a feature of .properties
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! skeleton joints are ordered: foremost-drawn object comes first, which means lowermost object IN THIS LIST
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! are painted first, and any object that comes before it will paint over it. In other words, this list is
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! first reversed then being iterated.
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! Joints' original point is defined in the document sprite_joints.psd. It also has visual representations.
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# TODO right now accessory points are explicitly defined. Should they be injected in run-time?
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SKELETON_STAND=HEADGEAR 0,32;\
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ARM_REST_LEFT -8,49;HELD_ITEM -6,11;\
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HEAD 2,83;\
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TORSO_0 0,55;\
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TORSO_1 0,55;\
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LEG_REST_RIGHT -4,22;\
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LEG_REST_LEFT 7,22;\
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ARM_REST_RIGHT 11,51;\
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TAIL_0 -11,27
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# skeleton_stand is used for testing purpose
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ANIM_RUN=DELAY 0.3;ROW 2;SKELETON SKELETON_STAND
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ANIM_RUN_1=LEG_REST_RIGHT 2,2;LEG_REST_LEFT -2,0;TAIL_0 1,0
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ANIM_RUN_2=ALL 0,2;LEG_REST_RIGHT 0,-2;LEG_REST_LEFT 0,2;TAIL_0 -1,0
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ANIM_RUN_3=LEG_REST_RIGHT -2,0;LEG_REST_LEFT 2,2;TAIL_0 -1,0
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ANIM_RUN_4=ALL 0,2;LEG_REST_RIGHT 0,2;LEG_REST_LEFT 0,-2;TAIL_0 1,0
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ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
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ANIM_IDLE_1=TORSO_1 0,-999;HEAD 0,-1
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ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1
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37
assets/mods/basegame/sprites/taimu_old.properties
Normal file
37
assets/mods/basegame/sprites/taimu_old.properties
Normal file
@@ -0,0 +1,37 @@
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# complete file name is: SPRITESHEET + bodypart name + EXTENSION
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SPRITESHEET=mods/basegame/sprites/test_werebeast/taimu_
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EXTENSION=.tga
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# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
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# ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX
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CONFIG=SIZE 64,98;ORIGINX 40
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# note to self: don't implement skeleton hierarchy: there's too many exceptions
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# besides, you have "ALL" key.
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! a skeleton also defines what body parts (images) be used.
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! you can also write multiline text using reverse solidus; this is a feature of .properties
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! skeleton joints are ordered: foremost-drawn object comes first, which means lowermost object IN THIS LIST
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! are painted first, and any object that comes before it will paint over it. In other words, this list is
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! first reversed then being iterated.
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! Joints' original point is defined in the document sprite_joints.psd. It also has visual representations.
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# TODO right now accessory points are explicitly defined. Should they be injected in run-time?
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SKELETON_STAND=HEADGEAR 0,32;\
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ARM_REST_LEFT -8,49;HELD_ITEM -6,11;\
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HEAD 2,83;\
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TORSO_0 0,55;\
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TORSO_1 0,55;\
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LEG_REST_RIGHT -4,22;\
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LEG_REST_LEFT 7,22;\
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ARM_REST_RIGHT 11,51;\
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TAIL_0 -11,27
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# skeleton_stand is used for testing purpose
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ANIM_RUN=DELAY 0.3;ROW 2;SKELETON SKELETON_STAND
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ANIM_RUN_1=LEG_REST_RIGHT 2,2;LEG_REST_LEFT -2,0;TAIL_0 1,0
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ANIM_RUN_2=ALL 0,2;LEG_REST_RIGHT 0,-2;LEG_REST_LEFT 0,2;TAIL_0 -1,0
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ANIM_RUN_3=LEG_REST_RIGHT -2,0;LEG_REST_LEFT 2,2;TAIL_0 -1,0
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ANIM_RUN_4=ALL 0,2;LEG_REST_RIGHT 0,2;LEG_REST_LEFT 0,-2;TAIL_0 1,0
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ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
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ANIM_IDLE_1=TORSO_1 0,-999;HEAD 0,-1
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ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1
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BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_arm_rest_left.tga
LFS
Normal file
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_arm_rest_left.tga
LFS
Normal file
Binary file not shown.
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_arm_rest_right.tga
LFS
Normal file
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_arm_rest_right.tga
LFS
Normal file
Binary file not shown.
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_bust_0.tga
LFS
Normal file
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_bust_0.tga
LFS
Normal file
Binary file not shown.
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_head.tga
LFS
Normal file
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_head.tga
LFS
Normal file
Binary file not shown.
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_leg_rest_left.tga
LFS
Normal file
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_leg_rest_left.tga
LFS
Normal file
Binary file not shown.
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_leg_rest_right.tga
LFS
Normal file
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_leg_rest_right.tga
LFS
Normal file
Binary file not shown.
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_tail_0.tga
LFS
Normal file
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_tail_0.tga
LFS
Normal file
Binary file not shown.
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_torso_0.tga
LFS
Normal file
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_torso_0.tga
LFS
Normal file
Binary file not shown.
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_torso_1.tga
LFS
Normal file
BIN
assets/mods/basegame/sprites/test_werebeastf/taimu_torso_1.tga
LFS
Normal file
Binary file not shown.
BIN
assets/mods/basegame/sprites/test_werebeastf/taimuglow_head.tga
LFS
Normal file
BIN
assets/mods/basegame/sprites/test_werebeastf/taimuglow_head.tga
LFS
Normal file
Binary file not shown.
Binary file not shown.
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