Nope. First version is Import a ZAR.
What you'd need to do is convcert the animated GIF into individual PNG frames (with alpha transpanrancy), then mass-converting them into ZARs within hte FO:T editor (If transparancy doesn't get converted by the provided ZAR conivreter, this will make me need to xode my own, but I'd like to delay that as much as possible), and finally "import" them into the tile.
The space you see blow the vraious lists is reserved for buttons which will allow you to: Move frame "up", "down" within the list, add a new frame, and remove a frame. As a programming principle, I no longer add useless widgets until they are actually coded and useful in my program, to avoid wasting time on useless stuff.
So yes, animated tiles are already supported. i.e. they are already saved properly.
One fo the reasons I don't really want to touch GIFs as you know is it's patent coverage in the US and Germany (and maybe other I don't know about yet). I added support for single frame GIFs in the viewer because it was already provided for me, not because I coded it. And I don't want to spend too much time coding it.
Anyway animated GIFs make no sense for FO:T animations (sprites/tiles) since they only inculude one alpha property (transparancy or not - and at that it uses a palette entry instead of a different layer).
What works now in editing:
- Bounding box editing
- Individual frame offsets and picture offset
Working on now:
- Importing ZARs into Tiles
Once that's done the "Second" part I need to fix is the attributes. Depending on the tile version, these attributes change, so I need to make them change appropriatly. There's a third step though for animated tiles. Animated tile include an individual palette at the end of it's data, so I have to check wether tile animations use the individual tile's palettes, or the one included at the end. Since FO:T uses little animated tiles (in contrast with sprites), I can't deduce this information until I test it. Furthermore, all the tiles' ZARs replicated the palette found at the end. This has several implications which I'll discuss once I get the import option done.
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