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FSX Animation

Hi Arno,
I just found a part which seems not to be coded.
This is the animation part.
I think to simulate the rotation by making an animation but if for the cells everything looks good, the evolution of the animation does not do this and the image remains on the first cell
fpsThe frames per second at which the animation changes textures. For example, a value of 8 means that every eight of a second the animation will advance from one texture cell to the next.FPS=0.00
cycleTwo integers. The first is the location of the first frame of animation on your texture. The code parses your texture from lower left to upper right (horizontally) stepping by the size of the cell. The value of 0 defines the absolute lower left cell of the texture.
The second value is the location of the last frame of animation on your texture. For example, if you specify a texture size of 256 and a cell size of 64, the texture is broken into 16 cells. In this case, a value of 7 defines the cell that is halfway up the texture and all the way to the right. A value of 15 defines the cell that is in the upper right.
For a four-frame animation set texture size to 256 and cell size to 128.
Note In Flight Simulator 2004 only the bottom half of a texture could be used for an animation. This no longer applies, the whole texture can be divided into cells.
Typically a 16 cell animation would be used, using the following layout:
tex size The size of the texture (in pixels) that is used for animation. Textures must be square and their size must be a power of two, for example, 256, 512, or 1024. Larger sizes should be avoided because of the lack of support in graphics cards.TextureSize=256
cell size The size of each frame of animation (for example 64 would mean each cell of the texture is 64 by 64 pixels).CellSize=64



Staff member
FSDevConf team
Resource contributor

You are right, that bit of the FX file is not supported in the preview at the moment. Once again a sample animation that uses this will help in adding support for it.