S W A T 3 M O D H Q |
DATA FILE INFORMATION - CLOSE WINDOW WHEN FINISHED |
Sprites.dat
Function
To provide display control for static and animated sprites in various modes.
Format
The sprites.dat file is formatted into tabulated data for all types of sprites. The table is split into these fields:
Name |
The reference name of the sprite to use in-game. |
base texture |
The base name of the texture, without extension. .bmp files will be searched for first, .tga files second. If this is to be an animated sprite, you must have the actual texture file names in numbered order, i.e. "smoke0.bmp", "smoke1.bmp", "smoke2.bmp"... |
# of textures |
This is the number of textures that the sprite is composed of. Static sprites contain 1 texture, animated sprites have more than 1. |
type |
This is the method in which the sprite will be displayed in-game. There are four types of display types:
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freq | This is the rate that the textures will be cycled (in seconds per frame) in the case of an animated sprite. |
repeat | This flag controls whether or not an animated sprite is repeated after it has finished. Set to 1 to repeat, or 0 to stop the sprite after one cycle. |
width | This is the width of the sprite texture. |
height | This is the height of the sprite texture. |
radius | This is the radius of the sprite in inches. This is usually set to 0. |
alpha | This is the transparency level. 1 is fully transparent, 255 is fully opaque. If the texture is a .tga, this is ignored and the alpha channel in the .tga is used instead. |
alpha blending | This is the type of blending or replacement that the sprite will use
when displaying. There are three types of blending:
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Note: .bmp files must be in a 24-bit uncompressed format, .tga files must be in a 32-bit uncompressed format.