Hi Hm, i had given the artist an overview about the CF anim system - and is wasn't the truth! Sorry for it, i had a project with very similar naming, where the first 2 digit was for y and y. In CF we had this: image-file name.PDA.png (like orc.111.png) where P - part number D - direction (or any other instance coding in) A - animation phase numbering, PDA - 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F,G,...,Z (not case sensitive) - alphanumerics Part numbers (so, the first 2 numbers are not x and y position) Part numbers 3x3 1 2 3 4 5 6 7 8 9 2x2 1 2 3 4 3x2 1 2 3 4 5 6 2x3 1 2 3 4 5 6 codings: direction: 8 1 2 \ | / 7- 0 -3 / | \ 6 5 4 - same as in crossfire There are more complex for wall etc, but iam not sure, the arches really follow them - most i not needed i think. Well, this brings me to some Questions. 1.) Player Animations I never love thats our player chars only has 4 directions (1,3,5,7) but we ever walk in 8. Is it a big change to change them to 8 directions? In the code? 2.) Monsters I worked through the arches and i saw, that no monster is direction sensitive. Mean, we have monster looking left and right (dragons for example), but thats only animations like moving arms or so. Is it possible to add real directions to them? Or is it in the code? Means, when a monster go/attack to left, play left animations. If they walk to a different direction, only play animations with name.xPx . 3.) False included Arches Because there is no real monster direction in yet, there are some false included arches like the raas. The raas is include as raas.131.png and raas.171.png what means that in the old animation the raas looks left and right. In the new ones the raas lift arms. So, following our namings it must be raas.111.png and raas.112.png instead. Michael Michael