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  • Used for transparency (e.g. grass, hair, etc.).

Lighten (hold on a second - this doesn't seem to be valid? - needs further testing - Jasperre)

  • Used for textures without an alpha channel, makes any pixel colored black transparent..

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Specify the procedural type.  Only use this if a texture needs to be generated procedurally. Options are "water", "life", "perlin", "arturo", "wave" or "wavecycle". Default is no procedural type.

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  • water - this animates a texture like water (now replaced by shaders)
  • life - unused in the base game "Animates a life texture using the rules of the game of life." "This controller will use, but does not require, that the texture have an image.  If an image exists, the initial life state will be set on for a texel if the pixel's red value > lifethreshold (75).  Otherwise, a texel will be set on with a probability of lifeprobability% (60)."
  • perlin - unused in the base game "This controller generates a Perlin noise function water-like texture."
  • arturo - this animates a moves the texture around a little - Globe of Invulnerability for instance (fxpa_globe.txi). "Initializes a wave approximation texture suggested by Erik de Neve of Epic. This texture is generated using a function described by Arturo R Montesinos in a 1994 demo."
  • wave - unused in the base game - "Initializes the water texture controller by initializing the velocities array to zero, and the positions array to the heightmap.  This controller does not require an image to be present in the texture, but will use one if it is provided."
  • cycle - cycles through flames, e g fxpa_flame01


Code Block
proceduretype arturo

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