posted 10-09-2001 01:36 PM
Maybe you allready know this, but I found out how the UVrotate works properly.YOu know that the UVrotate makes a textures scroll "around itself". But I expirienced a lot of problems, for example that the water textures rotatet instead of the waterfall and so on.
The basic syntax is UVrotate= signed byte
the signed byte is for a numbber which settts the speed of rotation.
You must imagine that every Animation range that you define in the LE has it's own UVrotate.
For example:
If the watertextures in your tga are before the waterfall texture that you want to rotate and you write only UVrotate= 15 in the script.txt then thhe water will do the rotate and not the waterfall texture.
So for every animation range you have in the TGA seen from top to the bottom you have to make a UVentry in the script also seen from top to bottom.
So if you unfortunately have the watertextures have before the waterfall texture then write:
UVrotate= DISABLED //for the water
UVrotate= 11 //for waterfall
I hope you understood me and this helped you!