Just unzip them into your sprites directory and you'll have them, you dont need to decipher anything. It's just the alignment of the sprite(s) on your screen.
Right, Exhibit A shown above are the contents of your average <b>weapon_machinegun.txt</b> file.
Notice it is split into two sections of five lines each. The first five define the settings at screen resolutions below 640x480, and the last five at screen resolutions of 640x480 or above.
'weapon' indicates which sprite file to use when showing this weapon in your arsenal (top left of screen when ingame). 'weapon_s' is when the weapon is highlighted.
'ammo' indicates which sprite to use for the ammo count (bottom right of screen when ingame), and also when you pick up ammo.
'crosshair' indicates which crosshair to show for this weapon.
'autoaim' indicates what additions to the crosshair are shown if Auto-Aim has a lock on a viable target.
As for the numbers, the first two columns indicates which part of the sprite file to use. If you try opening the 640hud7.spr file, you will notice it is a fairly big sprite, with a lot of numbers and icons... and stuff. This is where the first two numbers come into play. The two numbers indicate the x- and y-position of the 'starting point' of the sprite to be drawn ingame.
The last two columns indicate how wide and tall the sprite to be drawn is.
Question: Why would you need crosshairs for xeno? I mean...it's a melee-ish attack...you turn into a walking bomb...just get as close to the 'rines as possible. There's no aiming involved.
<!--QuoteBegin-Revolver+Feb 6 2004, 05:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revolver @ Feb 6 2004, 05:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Question: Why would you need crosshairs for xeno? I mean...it's a melee-ish attack...you turn into a walking bomb...just get as close to the 'rines as possible. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> To tell bite a xeno apart silly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Since 3.0 Came out...I don't Xeno...I just lerk and become the surface-to-marine missile. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> (Celerity+Focus+Adrenaline)
Comments
For leap you see "LEAP" in front of your screen. Nothing for xenocide though, try doing a quick search.
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=54417&hl=leap' target='_blank'>http://www.unknownworlds.com/forums/in...c=54417&hl=leap</a>
But still i wonder how to decipher the txt files who come with the sprites,has anyone a link to a tutorial?
weapon 320 320w 160 0 80 20
weapon_s 320 320w-s 160 0 80 20
ammo 320 640hud7 48 72 24 24
crosshair 320 xhairmg 0 0 64 64
autoaim 320 crosshairs 0 72 24 24
weapon 640 640mw2 0 180 170 45
weapon_s 640 640mw2-s 0 180 170 45
ammo 640 640hud7 24 72 24 24
crosshair 640 xhairmg 0 0 64 64
autoaim 640 crosshairs 0 72 24 24<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Right, Exhibit A shown above are the contents of your average <b>weapon_machinegun.txt</b> file.
Notice it is split into two sections of five lines each. The first five define the settings at screen resolutions below 640x480, and the last five at screen resolutions of 640x480 or above.
'weapon' indicates which sprite file to use when showing this weapon in your arsenal (top left of screen when ingame). 'weapon_s' is when the weapon is highlighted.
'ammo' indicates which sprite to use for the ammo count (bottom right of screen when ingame), and also when you pick up ammo.
'crosshair' indicates which crosshair to show for this weapon.
'autoaim' indicates what additions to the crosshair are shown if Auto-Aim has a lock on a viable target.
As for the numbers, the first two columns indicates which part of the sprite file to use. If you try opening the 640hud7.spr file, you will notice it is a fairly big sprite, with a lot of numbers and icons... and stuff. This is where the first two numbers come into play. The two numbers indicate the x- and y-position of the 'starting point' of the sprite to be drawn ingame.
The last two columns indicate how wide and tall the sprite to be drawn is.
To tell bite a xeno apart silly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->