diff --git a/img/logo.svg b/img/logo.svg index 4051a9d..fec3918 100755 --- a/img/logo.svg +++ b/img/logo.svg @@ -1,39 +1,39 @@ - - - - + + + + diff --git a/index.html b/index.html index b920549..dd99502 100755 --- a/index.html +++ b/index.html @@ -215,5 +215,5 @@
There are 2 types of level geometry: Static and Animated.
+There are a few rules in place as to which models can be set as static
and which as animated
:
animated
.static
.Additionally, all models recognized as static
will evaluate as their own geometry object, as levels dont support object hierarchies for static geometry.
These define how a model is rendered and collided with. Both SA1 and SA2 have different sets of surface attributes to accomodate for different functionalities between the games, but many are shared.
By changing the edit mode (Universal by default), you can change which attributes you want to see and edit, making it easier to manage surface attributes for a specific game.
@@ -195,6 +213,16 @@In coding, each bit is assigned a color, which are then used in a blockmap image. The game then looks up which pixel in the map the player is located in, and will only process geometry which have set the corresponding bit as the pixels color.
+This property is actually used by the game to store the current animation time.
+
By setting it to a custom value, you can make the object start playing the animation at an offset.
+
This allows you to reuse the same animation between multiple objects, without having them play in sync.
Animation playback speed
+Pointer to the texture list to use. Leaving a 0
will make it use the landtable textures.