• The default Fire Texture show up, but now you want to make the Ice Texture.
    Use the dropdown menu from this option with it's small arrow.

  • Very important at this point yet, is to know what size you like it to have. This time you will need a source texture and also another for the glass-Layer, So make the size of your new texture fit the textures you will use.

  • this means also that Ice texture, glass-Layer and Source texture will have all 3 the same size. You may try another size for the Source texture only, but beware of distorted effects backwards.

  • Both new and source textures got to have identical sizes. In the case of the Fire Texture it does not take effect, however you will need to put the right size as for any other texture as you cannot change this within the Texture Browser.

  • You will then see another window show up, the texture properties.
    As expected you will see exactely the same options as for any other simple texture, except that you will find some option called "IceLayer".

  • This is the option that contain all the settings you can use to "create" the Ice Effects.

    If you are clever and have an eagles-eye, you will notice that the Glass-Layer works with the Alpha channel of the applied Glass-Layer texture, this is the darker the parts of that Glass-Layer texture, the more translucent they become on the underlying Source texture.

  • Some effects and manual settings are these > You can move the Glass-Layer manually on the "Preview Area" dragging with the mouse. When "PanningStyle" is set to "Slide_Linear" the glass-Layer depends only on your manual set of the glass-layer in the "Preview Area" and remains that way in map.
    You can move or make animated the part you like with the "MoveIce" setting.
    If "MoveIce" is set to False, then the source texture will move around. If "MoveIce" is set to True, then the Glass-Layer texture will move around. All other settings from the "PanningStyle" setting will create automated loop animations.
    As their names are very obious, it would be useless having them explained. existing styles are mostly like the effects you may aply to simple textures in their properties like loop WavX : horizontal, WavY : Vertical, gestation : Small Wavy, circular.

  • If you like to make some render optimisations, you can change the way this effect is rendered in game with the option "TimeMethod".
    The TIME_FrameRateSync will try to match the effect animation with the servers frame rate. The TIME_RealTimeScroll will make the effect have always the same speed, whatever happens.

  • Vertical and Horizontal Speed are not exactely as you may suppose.
    These settings adjust the sense of the scrolling, this means, if you have a texture os size 256 and you put VerticalPanSpeed at 128, the effect will center.
    If you put the setting at 64 it will negate the sense, and higher than the half, it will make a positif sense.
    These settings can be used with the "PanningStyle : Slide_Linear" to make it scoll in any sense you like and automated loop.