Q4: Fixed images in more articles

and added several entries to missing files list
This commit is contained in:
Daniel Gibson 2021-04-10 21:17:11 +02:00
parent f8fe73e866
commit 0f00db812b
11 changed files with 35 additions and 29 deletions

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@ -19,3 +19,8 @@ reconstructed from https://www.moddb.com/downloads/iddevnet-archive, own backups
- Lots of images for Quake4:
- DefinitionFileExamples: monster_strogg_marine_rocket.jpg
- LevelEditor_BasicRoom: image01.jpg to image12.jpg (all of them)
- Effects_Performance: fx_overdraw_bad.jpg fx_overdraw_good.jpg
- ArtReference_CreatingTextures: tex_01.jpg - tex_09.jpg (all of them)
- Scripting_ScriptsAndEntities: repairbot1.jpg - repairbot8.jpg (all of them)
- The_Properties_of_a_segment: fx_lock.jpg
- Basic_FX_file_structure: fx_check.jpg fx_sortorder.jpg

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@ -189,7 +189,8 @@ actionsMenuInit('More Actions:');
<div dir="ltr" id="content" lang="en"><span class="anchor" id="top"></span>
<span class="anchor" id="line-1"></span><p class="line867">
<h1 id="head-22c118f2c50fb53c40b49f0b989408606a553acc">Quake 4 Debug Hud</h1>
<span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line867"><img class="attachment" src="./DebugHud?action=AttachFile&amp;do=get&amp;target=debughud.jpg" title="attachment:debughud.jpg" /> <span class="anchor" id="line-4"></span><span class="anchor" id="line-5"></span><p class="line874">The debug hud is a series of 11 guis used to monitor various aspects of development. These files were not included with the retail install and may be downloaded for your convenience here: <span class="anchor" id="line-6"></span><span class="anchor" id="line-7"></span><p class="line867"><strong>Download:</strong> <a class="attachment" href="./DebugHud?action=AttachFile&amp;do=get&amp;target=debug_huds.zip" title="attachment:debug_huds.zip">debug_huds.zip</a> <span class="anchor" id="line-8"></span><hr /><p class="line874"> <span class="anchor" id="line-9"></span><strong><span class="u">Using the Debug HUD</span></strong> <span class="anchor" id="line-10"></span><span class="anchor" id="line-11"></span><p class="line874">Extract debug_huds.zip to your q4base/ folder (the files will automatically place themselves in GUIs/debug/). <span class="anchor" id="line-12"></span><span class="anchor" id="line-13"></span><p class="line874">To use the Debug HUD, use the g_showDebugHud console command followed by a number 1-11 to select the desired HUD (listed below). All versions of the Debug HUD include the map path, world location, and current build revision in the lower right corner. <span class="anchor" id="line-14"></span><hr /><p class="line874"> <span class="anchor" id="line-15"></span><strong><span class="u">Debug HUDs</span></strong> <span class="anchor" id="line-16"></span><span class="anchor" id="line-17"></span><ul><li><p class="line891"><strong>g_showDebugHud 1:</strong> Player Debug HUD <span class="anchor" id="line-18"></span></li><li><p class="line891"><strong>g_showDebugHud 2:</strong> Physics Debug HUD <span class="anchor" id="line-19"></span></li><li><p class="line891"><strong>g_showDebugHud 3:</strong> AI Debug HUD <span class="anchor" id="line-20"></span></li><li><p class="line891"><strong>g_showDebugHud 4:</strong> Vehicle Debug HUD <span class="anchor" id="line-21"></span></li><li><p class="line891"><strong>g_showDebugHud 5:</strong> Performance HUD <span class="anchor" id="line-22"></span></li><li><p class="line891"><strong>g_showDebugHud 6:</strong> FX Debug HUD <span class="anchor" id="line-23"></span></li><li><p class="line891"><strong>g_showDebugHud 7:</strong> Map Info <span class="anchor" id="line-24"></span></li><li><p class="line891"><strong>g_showDebugHud 8:</strong> AI Performance HUD <span class="anchor" id="line-25"></span></li><li><p class="line891"><strong>g_showDebugHud 9:</strong> MP Info HUD <span class="anchor" id="line-26"></span></li><li><p class="line891"><strong>g_showDebugHud 10:</strong> Sound HUD <span class="anchor" id="line-27"></span></li><li><p class="line891"><strong>g_showDebugHud 11:</strong> MP Info HUD #2 <span class="anchor" id="line-28"></span></li></ul><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">DebugHud (last edited 2005-11-16 23:04:58 by <span title="AndrewWeldon @ 67.129.250.254[67.129.250.254]"><a class="nonexistent" href="./AndrewWeldon.html" title="AndrewWeldon @ 67.129.250.254[67.129.250.254]">AndrewWeldon</a></span>)</p>
<span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line867">
<img class="attachment" src="DebugHud.jpg" title="attachment:debughud.jpg" /> <span class="anchor" id="line-4"></span><span class="anchor" id="line-5"></span><p class="line874">The debug hud is a series of 11 guis used to monitor various aspects of development. These files were not included with the retail install and may be downloaded for your convenience here: <span class="anchor" id="line-6"></span><span class="anchor" id="line-7"></span><p class="line867"><strong>Download:</strong> <a class="attachment" href="./DebugHud?action=AttachFile&amp;do=get&amp;target=debug_huds.zip" title="attachment:debug_huds.zip">debug_huds.zip</a> <span class="anchor" id="line-8"></span><hr /><p class="line874"> <span class="anchor" id="line-9"></span><strong><span class="u">Using the Debug HUD</span></strong> <span class="anchor" id="line-10"></span><span class="anchor" id="line-11"></span><p class="line874">Extract debug_huds.zip to your q4base/ folder (the files will automatically place themselves in GUIs/debug/). <span class="anchor" id="line-12"></span><span class="anchor" id="line-13"></span><p class="line874">To use the Debug HUD, use the g_showDebugHud console command followed by a number 1-11 to select the desired HUD (listed below). All versions of the Debug HUD include the map path, world location, and current build revision in the lower right corner. <span class="anchor" id="line-14"></span><hr /><p class="line874"> <span class="anchor" id="line-15"></span><strong><span class="u">Debug HUDs</span></strong> <span class="anchor" id="line-16"></span><span class="anchor" id="line-17"></span><ul><li><p class="line891"><strong>g_showDebugHud 1:</strong> Player Debug HUD <span class="anchor" id="line-18"></span></li><li><p class="line891"><strong>g_showDebugHud 2:</strong> Physics Debug HUD <span class="anchor" id="line-19"></span></li><li><p class="line891"><strong>g_showDebugHud 3:</strong> AI Debug HUD <span class="anchor" id="line-20"></span></li><li><p class="line891"><strong>g_showDebugHud 4:</strong> Vehicle Debug HUD <span class="anchor" id="line-21"></span></li><li><p class="line891"><strong>g_showDebugHud 5:</strong> Performance HUD <span class="anchor" id="line-22"></span></li><li><p class="line891"><strong>g_showDebugHud 6:</strong> FX Debug HUD <span class="anchor" id="line-23"></span></li><li><p class="line891"><strong>g_showDebugHud 7:</strong> Map Info <span class="anchor" id="line-24"></span></li><li><p class="line891"><strong>g_showDebugHud 8:</strong> AI Performance HUD <span class="anchor" id="line-25"></span></li><li><p class="line891"><strong>g_showDebugHud 9:</strong> MP Info HUD <span class="anchor" id="line-26"></span></li><li><p class="line891"><strong>g_showDebugHud 10:</strong> Sound HUD <span class="anchor" id="line-27"></span></li><li><p class="line891"><strong>g_showDebugHud 11:</strong> MP Info HUD #2 <span class="anchor" id="line-28"></span></li></ul><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">DebugHud (last edited 2005-11-16 23:04:58 by <span title="AndrewWeldon @ 67.129.250.254[67.129.250.254]"><a class="nonexistent" href="./AndrewWeldon.html" title="AndrewWeldon @ 67.129.250.254[67.129.250.254]">AndrewWeldon</a></span>)</p>
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@ -91,8 +91,6 @@ function actionsMenuInit(title) {
<link rel="Start" href="./Quake4SDK.html">
<link rel="Alternate" title="Wiki Markup" href="./Debugging?action=raw">
<link rel="Alternate" media="print" title="Print View" href="./Debugging?action=print">
<link rel="Appendix" title="debug-settings.jpg" href="./Debugging?action=AttachFile&amp;do=view&amp;target=debug-settings.jpg">
<link rel="Appendix" title="post-build.jpg" href="./Debugging?action=AttachFile&amp;do=view&amp;target=post-build.jpg">
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<link rel="Index" href="./TitleIndex.html">
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@ -191,7 +189,11 @@ actionsMenuInit('More Actions:');
<h2 id="head-87570010b169c1df6ef210910c09fd9149b6dc21">Contents</h2>
<span class="anchor" id="line-2"></span><ol type="1"><li><p class="line891"><a href="#gamecode">Debugging Game Code</a> <span class="anchor" id="line-3"></span><span class="anchor" id="line-4"></span></li></ol><p class="line867"><span class="anchor" id="gamecode"></span> <span class="anchor" id="line-5"></span>
<h3 id="head-cc7cf73ce2874e17eabbe4ae489cd5a3a94c7338">Debugging Game Code</h3>
<span class="anchor" id="line-6"></span><p class="line874">If you're working with the game code, you can quickly setup Visual Studio to debug your code as a regular application. There are several ways to do this, here's one of them. <span class="anchor" id="line-7"></span><span class="anchor" id="line-8"></span><p class="line867"><strong>The following assumes you've installed Quake 4 to C:\Quake4, and the SDK to C:\Quake4_SDK</strong> <span class="anchor" id="line-9"></span><span class="anchor" id="line-10"></span><ol type="1"><li><p class="line862">Right click the <em>Game</em> project in the Solution Explorer and select Properties. <span class="anchor" id="line-11"></span></li><li><p class="line862">Setup a post-build step to copy your gamex86.dll to your Quake 4 root directory; you can use the commandline <em>xcopy $(Target<tt class="backtick"></tt>Path) c:\quake4</em>: <span class="anchor" id="line-12"></span><ul><li style="list-style-type:none"><p class="line891"><a class="attachment" href="./Debugging?action=AttachFile&amp;do=get&amp;target=post-build.jpg" title="attachment:post-build.jpg">Post Build Step Settings</a> <span class="anchor" id="line-13"></span></li></ul></li><li><p class="line862">Configure your debugging settings. Right click the <em>Game</em> project in the Solution Explorer, select Properties, then click Debugging <span class="anchor" id="line-14"></span><ul><li><p class="line891"><strong>Command</strong>: This is the command to run from the debugger. Set it to C:\Quake4\Quake4.exe <span class="anchor" id="line-15"></span></li><li><p class="line891"><strong>Command Arguments</strong>: Arguments to pass to the game. Set this to <em>+set si_pure 0</em> <span class="anchor" id="line-16"></span></li><li><p class="line891"><strong>Working Directory</strong>: Specify where the game will be run from. Set this to C:\Quake4 <span class="anchor" id="line-17"></span><ul><li style="list-style-type:none"><p class="line891"><a class="attachment" href="./Debugging?action=AttachFile&amp;do=get&amp;target=debug-settings.jpg" title="attachment:debug-settings.jpg">Debug Settings</a> <span class="anchor" id="line-18"></span></li></ul></li></ul></li><li>Re-build your game DLL to make sure the post-build step is performed, and you should be all set hit F5 and start debugging (default settings) <span class="anchor" id="line-19"></span></li></ol><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">Debugging (last edited 2005-12-05 20:57:54 by <span title="DavidDynerman @ 67.129.250.254[67.129.250.254]"><a class="nonexistent" href="./DavidDynerman.html" title="DavidDynerman @ 67.129.250.254[67.129.250.254]">DavidDynerman</a></span>)</p>
<span class="anchor" id="line-6"></span><p class="line874">If you're working with the game code, you can quickly setup Visual Studio to debug your code as a regular application. There are several ways to do this, here's one of them. <span class="anchor" id="line-7"></span><span class="anchor" id="line-8"></span><p class="line867"><strong>The following assumes you've installed Quake 4 to C:\Quake4, and the SDK to C:\Quake4_SDK</strong> <span class="anchor" id="line-9"></span><span class="anchor" id="line-10"></span><ol type="1"><li><p class="line862">Right click the <em>Game</em> project in the Solution Explorer and select Properties. <span class="anchor" id="line-11"></span></li><li><p class="line862">Setup a post-build step to copy your gamex86.dll to your Quake 4 root directory; you can use the commandline <em>xcopy $(Target<tt class="backtick"></tt>Path) c:\quake4</em>: <span class="anchor" id="line-12"></span><ul><li style="list-style-type:none"><p class="line891">
<a class="attachment" href="./Debug_post-build.jpg" title="attachment:post-build.jpg">Post Build Step Settings</a>
<span class="anchor" id="line-13"></span></li></ul></li><li><p class="line862">Configure your debugging settings. Right click the <em>Game</em> project in the Solution Explorer, select Properties, then click Debugging <span class="anchor" id="line-14"></span><ul><li><p class="line891"><strong>Command</strong>: This is the command to run from the debugger. Set it to C:\Quake4\Quake4.exe <span class="anchor" id="line-15"></span></li><li><p class="line891"><strong>Command Arguments</strong>: Arguments to pass to the game. Set this to <em>+set si_pure 0</em> <span class="anchor" id="line-16"></span></li><li><p class="line891"><strong>Working Directory</strong>: Specify where the game will be run from. Set this to C:\Quake4 <span class="anchor" id="line-17"></span><ul><li style="list-style-type:none"><p class="line891">
<a class="attachment" href="./Debug_debug-settings.jpg" title="attachment:debug-settings.jpg">Debug Settings</a>
<span class="anchor" id="line-18"></span></li></ul></li></ul></li><li>Re-build your game DLL to make sure the post-build step is performed, and you should be all set hit F5 and start debugging (default settings) <span class="anchor" id="line-19"></span></li></ol><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">Debugging (last edited 2005-12-05 20:57:54 by <span title="DavidDynerman @ 67.129.250.254[67.129.250.254]"><a class="nonexistent" href="./DavidDynerman.html" title="DavidDynerman @ 67.129.250.254[67.129.250.254]">DavidDynerman</a></span>)</p>
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@ -201,7 +201,7 @@ actionsMenuInit('More Actions:');
<span class="anchor" id="line-15"></span>marine_24.tga
<span class="anchor" id="line-16"></span>marine_48.fontdat
<span class="anchor" id="line-17"></span>marine_48.tga
<span class="anchor" id="line-18"></span></pre><span class="anchor" id="line-19"></span><span class="anchor" id="line-20"></span><p class="line862">To select fonts within the <a href="./GUIEditor.html">GUIEditor</a>, select the dropdown box and choose the font you wish to use. <span class="anchor" id="line-21"></span><span class="anchor" id="line-22"></span><p class="line867"><img class="attachment" src="./Font_Information?action=AttachFile&amp;do=get&amp;target=guied_fonts.jpg" title="attachment:guied_fonts.jpg" /> <span class="anchor" id="line-23"></span><hr /><p class="line874"> <span class="anchor" id="line-24"></span>The list of fonts is populated when the <a href="./GUIEditor.html">GUIEditor</a> is started, so if you add a font you must restart the <a href="./GUIEditor.html">GUIEditor</a>. Add fonts to the following folder within Quake4: <span class="anchor" id="line-25"></span><span class="anchor" id="line-26"></span><p class="line867"><span class="anchor" id="line-27"></span><pre>../q4base/fonts/
<span class="anchor" id="line-18"></span></pre><span class="anchor" id="line-19"></span><span class="anchor" id="line-20"></span><p class="line862">To select fonts within the <a href="./GUIEditor.html">GUIEditor</a>, select the dropdown box and choose the font you wish to use. <span class="anchor" id="line-21"></span><span class="anchor" id="line-22"></span><p class="line867"><img class="attachment" src="Font_Information.jpg" title="attachment:guied_fonts.jpg" /> <span class="anchor" id="line-23"></span><hr /><p class="line874"> <span class="anchor" id="line-24"></span>The list of fonts is populated when the <a href="./GUIEditor.html">GUIEditor</a> is started, so if you add a font you must restart the <a href="./GUIEditor.html">GUIEditor</a>. Add fonts to the following folder within Quake4: <span class="anchor" id="line-25"></span><span class="anchor" id="line-26"></span><p class="line867"><span class="anchor" id="line-27"></span><pre>../q4base/fonts/
<span class="anchor" id="line-28"></span></pre><span class="anchor" id="line-29"></span><p class="line867"><hr /><p class="line874"> <span class="anchor" id="line-30"></span>To import fonts into the game you need to use the <a href="./Adding_Fonts_to_use_in_Quake_4_GUIs.html">Q4Font</a> tool. <span class="anchor" id="line-31"></span><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">Font Information (last edited 2005-11-03 20:42:10 by <span title="MattVainio @ 67.129.250.254[67.129.250.254]"><a class="nonexistent" href="./MattVainio.html" title="MattVainio @ 67.129.250.254[67.129.250.254]">MattVainio</a></span>)</p>
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@ -5,7 +5,7 @@
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@ -76,33 +76,31 @@ function actionsMenuInit(title) {
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<span class="anchor" id="line-1"></span><p class="line862">Envelopes modulate many elements of effects using <a href="./ArtReference_Q4Shaders_Tables.html">tables</a>. <a href="./ArtReference_Q4Shaders_Tables.html">Tables</a> are defined in a <a href="./ArtReference_Q4Shaders.html">material</a> file such as <strong>tables.mtr</strong>, and are sets of numbers used to modify/ramp data. The dropdown box lists all <a href="./ArtReference_Q4Shaders_Tables.html">tables</a> found in your <a href="./ArtReference_Q4Shaders.html">material</a> files when the <a href="./FXEditor.html">FXEditor</a> loads. <span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line862">The <strong>Graph</strong> shows you a visual representation of how your currently selected table will affect your data. Common tables include <strong>linear</strong> and <strong>cosine</strong> <span class="anchor" id="line-4"></span><span class="anchor" id="line-5"></span><p class="line867"><hr /><p class="line874"> <span class="anchor" id="line-6"></span>A <strong>linear</strong> table will move evenly from Start to End values. <span class="anchor" id="line-7"></span><span class="anchor" id="line-8"></span><pre>Example: The size of a sprite starts at 10 and ends at 100. Over the lifetime of the particle, the sprite will move evenly from 10 to 100.
<span class="anchor" id="line-9"></span></pre><span class="anchor" id="line-10"></span><span class="anchor" id="line-11"></span><p class="line867"><img class="attachment" src="./Notes_about_Envelopes/Tables?action=AttachFile&amp;do=get&amp;target=fx_graph_linear.jpg" title="attachment:fx_graph_linear.jpg" /> <span class="anchor" id="line-12"></span><hr /><p class="line874"> <span class="anchor" id="line-13"></span><strong>Cosine</strong> is a table moving from 0 to 1, then back to 0. <span class="anchor" id="line-14"></span><span class="anchor" id="line-15"></span><pre>Example: The start size of a sprite is 10 and end size is 100. Over the lifetime of the particle, the sprite will start at 10 and move towards 100. At the middle of the sprites lifetime, the sprite will be 100. The sprite will then change size from 100 back to 10 at the end of the sprites lifetime.
<span class="anchor" id="line-16"></span></pre><span class="anchor" id="line-17"></span><span class="anchor" id="line-18"></span><p class="line867"><img class="attachment" src="./Notes_about_Envelopes/Tables?action=AttachFile&amp;do=get&amp;target=fx_graph_cosine.jpg" title="attachment:fx_graph_cosine.jpg" /> <span class="anchor" id="line-19"></span><span class="anchor" id="line-20"></span><p class="line862">These <a href="./ArtReference_Q4Shaders_Tables.html">tables</a> can be used on: <a href="./FXEditor_Tab_-_Size.html">Size</a>, <a href="./FXEditor_Tab_-_Color.html">Color</a>, <a href="./FXEditor_Tab_-_Alpha.html">Alpha</a>, <a href="./FXEditor_Tab_-_Orbit.html">Orbit</a>, <a href="./FXEditor_Tab_-_Rotate.html">Rotate</a> and <a href="./FXEditor_Tab_-_Offset.html">Offset</a>. Selecting a <a href="./ArtReference_Q4Shaders_Tables.html">table</a> of <strong>&lt;none&gt;</strong> (at the top of the table list) will disallow End values under the above areas of <a href="./FXEditor_Tab_-_Size.html">Size</a>, <a href="./FXEditor_Tab_-_Color.html">Color</a>, <a href="./FXEditor_Tab_-_Alpha.html">Alpha</a>, <a href="./FXEditor_Tab_-_Orbit.html">Orbit</a>, <a href="./FXEditor_Tab_-_Rotate.html">Rotate</a> and <a href="./FXEditor_Tab_-_Offset.html">Offset</a>. <span class="anchor" id="line-21"></span><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">Notes about Envelopes/Tables (last edited 2005-12-05 22:55:37 by <span title="MattVainio @ 67.129.250.254[67.129.250.254]"><a class="nonexistent" href="./MattVainio.html" title="MattVainio @ 67.129.250.254[67.129.250.254]">MattVainio</a></span>)</p>
<span class="anchor" id="line-1"></span><p class="line862">Envelopes modulate many elements of effects using <a href="../ArtReference_Q4Shaders_Tables.html">tables</a>. <a href="../ArtReference_Q4Shaders_Tables.html">Tables</a> are defined in a <a href="../ArtReference_Q4Shaders.html">material</a> file such as <strong>tables.mtr</strong>, and are sets of numbers used to modify/ramp data. The dropdown box lists all <a href="../ArtReference_Q4Shaders_Tables.html">tables</a> found in your <a href="../ArtReference_Q4Shaders.html">material</a> files when the <a href="../FXEditor.html">FXEditor</a> loads. <span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line862">The <strong>Graph</strong> shows you a visual representation of how your currently selected table will affect your data. Common tables include <strong>linear</strong> and <strong>cosine</strong> <span class="anchor" id="line-4"></span><span class="anchor" id="line-5"></span><p class="line867"><hr /><p class="line874"> <span class="anchor" id="line-6"></span>A <strong>linear</strong> table will move evenly from Start to End values. <span class="anchor" id="line-7"></span><span class="anchor" id="line-8"></span><pre>Example: The size of a sprite starts at 10 and ends at 100. Over the lifetime of the particle, the sprite will move evenly from 10 to 100.
<span class="anchor" id="line-9"></span></pre><span class="anchor" id="line-10"></span><span class="anchor" id="line-11"></span><p class="line867"><img class="attachment" src="fx_graph_linear.jpg" title="attachment:fx_graph_linear.jpg" /> <span class="anchor" id="line-12"></span><hr /><p class="line874"> <span class="anchor" id="line-13"></span><strong>Cosine</strong> is a table moving from 0 to 1, then back to 0. <span class="anchor" id="line-14"></span><span class="anchor" id="line-15"></span><pre>Example: The start size of a sprite is 10 and end size is 100. Over the lifetime of the particle, the sprite will start at 10 and move towards 100. At the middle of the sprites lifetime, the sprite will be 100. The sprite will then change size from 100 back to 10 at the end of the sprites lifetime.
<span class="anchor" id="line-16"></span></pre><span class="anchor" id="line-17"></span><span class="anchor" id="line-18"></span><p class="line867"><img class="attachment" src="fx_graph_cosine.jpg" title="attachment:fx_graph_cosine.jpg" /> <span class="anchor" id="line-19"></span><span class="anchor" id="line-20"></span><p class="line862">These <a href="../ArtReference_Q4Shaders_Tables.html">tables</a> can be used on: <a href="../FXEditor_Tab_-_Size.html">Size</a>, <a href="../FXEditor_Tab_-_Color.html">Color</a>, <a href="../FXEditor_Tab_-_Alpha.html">Alpha</a>, <a href="../FXEditor_Tab_-_Orbit.html">Orbit</a>, <a href="../FXEditor_Tab_-_Rotate.html">Rotate</a> and <a href="../FXEditor_Tab_-_Offset.html">Offset</a>. Selecting a <a href="../ArtReference_Q4Shaders_Tables.html">table</a> of <strong>&lt;none&gt;</strong> (at the top of the table list) will disallow End values under the above areas of <a href="../FXEditor_Tab_-_Size.html">Size</a>, <a href="../FXEditor_Tab_-_Color.html">Color</a>, <a href="../FXEditor_Tab_-_Alpha.html">Alpha</a>, <a href="../FXEditor_Tab_-_Orbit.html">Orbit</a>, <a href="../FXEditor_Tab_-_Rotate.html">Rotate</a> and <a href="../FXEditor_Tab_-_Offset.html">Offset</a>. <span class="anchor" id="line-21"></span><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">Notes about Envelopes/Tables (last edited 2005-12-05 22:55:37 by <span title="MattVainio @ 67.129.250.254[67.129.250.254]"><a class="nonexistent" href="../MattVainio.html" title="MattVainio @ 67.129.250.254[67.129.250.254]">MattVainio</a></span>)</p>
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