Creating Seamless, Animated Track Textures

Page 3

 

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.

 

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 icon.

Next select the primary animation frame (the one that tiles seamlessly with the outside tiles), and by using PSP's freehand tool with its tool control properties set to around a 4 or 5 feathered edge trace a small portion of the texture along the edge as shown below, up against the extreme edge's and wavy towards the inside. There are two very important things to keep in mind when executing this step which I've diagrammed here and here. Once you're happy with your freehand selection hit ctrl-C or the icon to copy it and move on to step 2.

 

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.

 

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 icon. Then copy and paste each of the new tiles into traxx's texture browser and recreate the animation the same way you did with the core animation, being carefull to set the framerate at the same speed.

Your new animation should look something like this. and this when applied to the track.

 

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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