Creating Seamless, Animated Track Textures
Page 3
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Now that we have
the core of the animation done and in good working order we need to
create a few more animation sets that will tile with the surrounding
area tiles as well as the interior core animation. To do so we will
simply alter three of the same four frames used to create the core animation.
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Step 3. Open up the four animation frames
in PSP and increase their color depths to 16 million (24 bit) with PSP's
Color/increase color depth drop down menu or by using the Next select the primary animation
frame (the one that tiles seamlessly
with the outside tiles), and by using PSP's freehand tool |
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Step 4. Select each of the other animation frames one at a time and paste (ctrl-E) the freehand selection from step 1 into each, insuring it's placed up against the edge as shown. press ctrl-D to defloat the new additions. |
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Step 5. Reduce the color depth of each frame
tile down to 256 colors (8 bit) from
PSP's Color/ deccrease color depth drop down menu or by using
the Your new animation should look something like this. and this when applied to the track. |
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Step 6. Repeat steps 1 through 3 to create the additional frame sequences needed for the remainder of the borders that surround the animated core area. Top, bottom, right side and the four corners, the only variable will be where we select with the freehand tool to create the static area's as illustrated below. Do not under any circumstance rotate or mirror any textures to try and bypass creating the additional border animations, they will not tile properly. |
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