just doing~! and make up raise the efficiency of production
when u would creat animaiton and save animation each freames....
(like ani001.bmp.............ani100.bmp)
remember u should renaming or make each files rightly for compile grp
this problem is very important
if u creat new stuff or edit turning units (such as marine,firebat,zealot,dragoons and other many walking and turning units)
u should be make file name for could be turning rightly
try look at decompiled turning units
for example, marine had so many bitmap files each bitmap file count number
is suited to turning
This is a fuzzy description since there is no technical way to describe what we mean by "turning" in animation terms
the more accurate description is that if this variable is checked then when the animations of this graphic plays then it will add up to 17 to and/or mirror the frames of the GRP depending on what direction the sprite is facing
and example for marine, when player order to move / attack / other spells
marine played walking frames if waking animation is 8frames then play like this
(marine010/017/034/........../marine136.bmp)
ok understand what i mean now?
this mean is
when u creat totally new animations, u should write file counting name of all frames for in suit to each 17 angle
So i develop to "Auto rename Macro to each angles" hehe
but i could not open that becasue macro used by MacroExpress
that application is nonfreeware
anyway when u creat animation for turing units , i hope u would make well
and this is my last advice for u
i would not answer anymore, i tried to advice for u
just find out ur self Good luck ~!