I downloaded a map with an animated bonfire.
That'd be a particle, not a standard mesh.
Unless I am mistaken.
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As for "moving" trees n such,
it's just a material code.
Format: wave_xform <xform_type> <wave_type> <base> <frequency> <phase> <amplitude>
Example: wave_xform scale_x sine 1.0 0.2 0.0 5.0
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xform_type
scroll_x
Animate the x scroll value
scroll_y
Animate the y scroll value
rotate
Animate the rotate value
scale_x
Animate the x scale value
scale_y
Animate the y scale value
wave_type
sine
A typical sine wave which smoothly loops between min and max values
triangle
An angled wave which increases & decreases at constant speed, changing instantly at the extremes
square
Max for half the wavelength, min for the rest with instant transition between
sawtooth
Gradual steady increase from min to max over the period with an instant return to min at the end.
inverse_sawtooth
Gradual steady decrease from max to min over the period, with an instant return to max at the end.
base
The base value, the minimum if amplitude > 0, the maximum if amplitude < 0
frequency
The number of wave iterations per second, i.e. speed
phase
Offset of the wave start
amplitude
The size of the wave
One that works well is;
wave_xform rotate sine 1 .1 0 .02