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  • ...overlap, but with shrinkage applied this happens in all directions and all facings, which means that remappable sections that aren't large enough will be colo
    5 KB (856 words) - 12:44, 8 December 2018
  • *Facings for trailer anims.
    4 KB (635 words) - 05:58, 8 September 2009
  • Whether this {{f|JumpJet|yes|link}} infantry will be drawn using 8 facings and will be unable to fire while moving or turning.
    381 bytes (58 words) - 19:02, 1 December 2017
  • | {{Ini|Art}} || Object's Image || {{f|Facings|link}} || int || 8 ||
    6 KB (735 words) - 10:48, 27 November 2009
  • ...ify eight comma-separated values, the game uses them to depict 8 different facings clockwise:
    601 bytes (87 words) - 10:18, 29 August 2017
  • ...use they allow 360 degree rotation of the turret, without the need for the facings that would be used in an SHP. In-game, a voxel model has a total of 32,768 possible facings (32 facings per axis). Each facing is rendered only on demand, then cached for future u
    6 KB (1,005 words) - 16:51, 22 January 2024
  • In the simple system, 8 facings of animation are used for the 8 facings of the compass, with 0/first signifying North, and North being at the top e ...tions used for fire [[ParticleSystems]]. (Although fire systems only use 4 facings and re-use them on the opposite direction.)
    3 KB (483 words) - 10:01, 27 November 2009
  • ...to a value between 0 and 7 inclusive, with that value representing compass facings in a clockwise direction (with 0 being North). Note that due to the isometr
    604 bytes (91 words) - 20:01, 10 September 2021
  • ...to turn and face the new direction specified by the second parameter. The facings are as follows:
    39 KB (6,281 words) - 22:44, 4 February 2024