Real Racing 3
Jump to navigation Jump to search
|Real Racing 3|
|This page is rather stubbly and could use some expansion.|
Are you a bad enough dude to
Real Racing 3 is a racing game on iOS and Android that's most notable for being one of the most competent non-arcade racers that can be had on a phone in 2013.
Notes about using and making animations.
; Animations file ; ============================= ; Format: ; <png name> <Direction> <Anim type> <Frames> <Time> ; png name: The name of the png to scroll ; <Direction> ; This represents the direction of the frames, both primary and secondary ; Must be a combination of [LR, RL, TB, BT] ; LR = left to right ; RL = right to left ; TB = top to bottom ; BT = bottom to top ; ; eg LRTB: frames go from left to right then when it gets to the edge goes down to the next row ; <Anim type> ; The type of animation, must be one of [S, J] ; S = Scrolling, the image will scroll smoothly between frames, this only works properly with single row or single column textures ; J = Jumping, the image will jump from one frame to the next ; <Rows and columns> ; Two numbers representing rows and columns consecutively ; - If this is set to 1 1, the whole texture will be shown on the mesh. ; - If either of these values are greater than one, the image will be divided into that many parts. ; For example if rows was set to 2 and columns to 1, the image would be divided into 2 halves ; and you would only see half of the image at a time. If the animation type was set ; to J (jumping), the animation would jump from the first half to the second, and if ; it was S (scrolling) the animation would scroll smoothly between the 2 frames. ; <Time> ; The total time (in milliseconds) taken to complete an animation cycle ; Keep in mind that due to the precision of values in the code times that are not a power of 2 may ; lose a small amount of accuracy. ; NOTES: ; - Any line starting with a ";" is a comment ; - All of those flags must be there for each png listed. ; - Make sure that the UV coords for each animated texture are either 0 or 1. ; Which basically means that in max you'll see all the frames on the mesh at once, ; and that they'll be squashed up. This allows us to easily add/remove frames later ; simply by changing the 'rows and columns' attributes. ; WARNING!!! The following information is probably out of date. ; *** IMPORTANT *** ; In motorway, you can load an instance file and turn textures on to view the animations ; before they go in the game. There's a "Reload Animations" button in motorway which ; allows you to edit this file, and then reload the animations to see the changes ; instantly. ; One thing to be aware of however, is if you do change the animations after you've ; already saved some M3G's that use those animations, YOU MUST RE EXPORT THOSE M3Gs!!! ; This is because this animation file is loaded whenever an ase is loaded, and the UV ; coords inside the model are changed based on this animation data.