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sprite and spriteassembler update
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@@ -1,20 +1,29 @@
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# complete file name is: SPRITESHEET + bodypart name + EXTENSION
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SPRITESHEET=mods/basegame/sprites/sprite_assembler_test_assets/test_
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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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# defines frame size and origin point. Origin point is given as: (originx, 0)
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CONFIG=SIZE 48,56;ORIGINX 29
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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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! 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? In that case, certain names (e.g. headgear, held_item) will act as an anchor.
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! Some keywords are considered special within the game, they are:
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! HEADGEAR, HELD_ITEM, BOOT_L, BOOT_R, GAUNTLET_L, GAUNTLET_R and ARMOUR_* (star means any number starting from zero)
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BODYPARTS=ARM_REST_RIGHT 3,8;\
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ARM_REST_LEFT 3,8;\
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FOOT_LEFT 4,2;\
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FOOT_RIGHT 4,2;\
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UPPER_TORSO 9,4;\
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LOWER_TORSO 7,4;\
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LEG_REST_RIGHT 3,7;\
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LEG_REST_LEFT 3,7;\
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HEAD 8,7;\
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HAND_REST_RIGHT 3,3;\
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HAND_REST_LEFT 3,3;\
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HAIR 20,12;\
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HAIR_FORE 20,12
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SKELETON_STAND=HEADGEAR 0,32;HAIR_FORE 0,32;\
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ARM_REST_RIGHT -7,23;HAND_REST_RIGHT -6,11;HELD_ITEM -6,11;\
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HAIR 0,32;HEAD 0,32;\
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