🛡️ TA Archive

Energy Storage (CORE) Render Control

The COB animates nothing: Create/SmokeUnit/SweetSpot/Killed only. The show is the engine-cycled glow texture on the dont-shade2 piece windows — the window rows, 16 prims. dont-cache + dont-shade2 in Create = fullbright glow.

Animation

Energy Storage (CORE) animation

PNG frames

Energy Storage (CORE) frame
Frame 0 / 470.00 s

Glow wave (texture glow, ARMBLDG.GAF)

  • 0–3.2 s — one full brightness triangle: 8 GAF frames stepped every ~400 ms — (248,237,167) → (230,212,137) → (189,176,105) → (217,94,0) → (190,82,0) → back up through the mirrored steps. 5 distinct brightness states, the mirrored halves share frames.

The GAF entry frames are the wave — cycling them in order reproduces the pulse. The step cadence is the engine's global texture-animation clock (measured ~400 ms/step on the flight-field lamps, which blink synchronously across units). SmokeUnit (damage smoke) and Killed (death explosions) are engine hooks — not part of this loop.