From this topic :
http://forums.themanaworld.org/viewtopi ... 234#p34234
I fell on this: If it can help....
Best Regards (great work so far!!)

Thank you for the reference,. seems not to be TMW art and I'm not sure if Josuhara confirmed if is GPL or have restrictions, anyways is a good example and I can use it to create our own sea water animation.Bertram wrote:Hi,
From this topic :
http://forums.themanaworld.org/viewtopi ... 234#p34234
I fell on this:
If it can help....
Best Regards (great work so far!!)
For smoothness of animation, I'd much rather go with the particle engine moving those layers around rather than hard animating it by hand.AxlTrozz wrote:EDIT : I checked the file, has 45 frames in order to make it smooth, and my question is if TMW server will support such type of animations or there is any restriction ?
AxlTrozz wrote:EDIT : I checked the file, has 45 frames in order to make it smooth, and my question is if TMW server will support such type of animations or there is any restriction ?
For smoothness of animation, I'd much rather go with the particle engine moving those layers around rather than hard animating it by hand.
45 frame animations are possible. This is a client thing unrelated to the server, btw.AxlTrozz wrote:EDIT : I checked the file, has 45 frames in order to make it smooth, and my question is if TMW server will support such type of animations or there is any restriction ?
That won't work. Things like that are what animated tiles are good for.Rotonen wrote:For smoothness of animation, I'd much rather go with the particle engine moving those layers around rather than hard animating it by hand.
Wrong. You would need a huge number of particles spawned by a huge number of differently configured emitters. This means a shitload of work for the mapper and you would hit the particle cap in no time.Rotonen wrote:AFAIK the particle engine can move objects in relation to each other and these can have alpha properties. I see a shoreline wavefront as better doable with it since the overlay system cannot be tied to a location.
Wrong, animated tiles are always synchronized. There is no risk that any desynchronisation happens. It does in fact take considerable effort to desynchronize animated tiles on purpose.Rotonen wrote:With animated tiles I see a risk of animation desync between tiles.
DON'TAxlTrozz wrote:I'll try to work on animated water tiles (small section) and may be we can test it on the client.
There is in fact a restriction:AxlTrozz wrote:There is no known restriction on the number of animated tiles (maybe 48 tiles are a little too much, but you only have to do half of them 24, then you repeat the sequence backwards)
Where is that limitation?Crush wrote:a tileset is limited to 16x16 tiles