Checkpoint-texture Animated textures

To make animated textures, you'll have to choose a "trigger"-texture. The trigger texture will be replaced with animation frames, so you'll have to map the trigger texture into surfaces you want to animate. The trigger texture can be part of the animation. Let's make an animation which counts numbers, from 1 to 4. The frames would be named, for example, Number1.tif, Number2.tif, Number3.tif and Number4.tif. I'll choose Number1.tif as the trigger. In PT2 I put that texture to some wall, and then double-click the thumbnail in the bottom of the screen. I'll rename the identifier into Numbers.MAT (notice that.MAT), and press OK. Now I'll open my track's textfile, and go to "START OF FUNK"-section. Under it I'll write these lines:
NUMBERS.MAT		// Trigger texture
DISTANCE		// Constant / distance, see note 1.
CONTINUOUS 			// Continuous: repeats the animation.
2				// Frame rate: number of frames per second.
4				// Number of frames in this animation, in playing order.
NUMBER1				// The frames in this animation. (.TIF-files)
NUMBER2				// Notice, that there is no .MAT or .TIF in the end. 
NUMBER3				// Write a frame twice to make it last longer. 
NUMBER4				// Don't leave these notes after the frame names, it causes problems.
Note 1: Distance means that the animation plays only when you are near to it. (Might make the game a bit faster) However, don't use it with traffic lights, because then it could be that every trafficlight in the intersection shows green light. Instead, use "constant", which keeps the order in "mind" all the time, and traffic lights will work correctly.