148 lines
2.3 KiB
Plaintext
148 lines
2.3 KiB
Plaintext
ATD1
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##################
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#
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# Demonstration procedural texture description file.
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# Comment lines begin with '#'.
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# All files MUST begin with "ATD1" on the very first line.
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#
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# By default, procedural textures have
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# - bilinear filtering turned ON
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# - mipmapping turned OFF
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# so try to make sure the texture
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# is never viewed from too far away.
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#
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##################
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####
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#
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# type = animation
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# colortype = <1,2,3,4> (luminance, lum-alpha, rgb, rgba)
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# width = <2^n> (output width, default=1)
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# height = <2^n> (output height, default=1)
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# bilinear = <0|1> (turn on or off bilinear filtering)
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#
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# !bitmap
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# file = <filename>
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#
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# !frame
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# next = <framenum>
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# wait = <seconds>
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# x = <offset>
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# y = <offset>
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# bitmap = <bitmapnum>
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#
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####
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type = animation
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colortype = 3
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width = 256
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height = 256
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bilinear = 1
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#
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# here we list all the bitmaps we will reference
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#
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# 0
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!bitmap
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file = textures/joey/anim/twinway.png
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# 1
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!bitmap
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file = textures/joey/anim/kawaii1.png
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# 2
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!bitmap
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file = textures/joey/anim/kawaii2.png
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# 3
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!bitmap
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file = textures/joey/anim/kawaii3.png
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# 4
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!bitmap
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file = textures/joey/anim/kawaii4.png
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# 5
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!bitmap
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file = textures/joey/anim/kawaii5.png
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#
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# and now we define all animation frames
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#
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# 0
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!frame
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next = 1
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wait = -1
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bitmap = 0
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# 1
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!frame
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next = 2
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wait = 0.2
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x = 25
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y = 25
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bitmap = 1
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# 2
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!frame
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next = 3
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wait = 0.1
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x = 25
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y = 25
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bitmap = 2
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# 3
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!frame
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next = 4
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wait = 0.1
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x = 25
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y = 25
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bitmap = 3
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# 4
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!frame
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next = 5
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wait = 0.1
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x = 25
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y = 25
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bitmap = 4
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#
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# reverse loop!
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#
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# 5
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!frame
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next = 6
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wait = 0.2
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x = 25
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y = 25
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bitmap = 5
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# 6
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!frame
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next = 7
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wait = 0.1
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x = 25
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y = 25
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bitmap = 4
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# 7
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!frame
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next = 8
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wait = 0.1
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x = 25
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y = 25
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bitmap = 3
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# 8
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!frame
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next = 1
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wait = 0.1
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x = 25
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y = 25
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bitmap = 2
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