Question about TEXTURES lump

Discuss all aspects of editing for ZDoom.
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.

Question about TEXTURES lump

Postby solarsnowfall » Sat Aug 11, 2012 11:09 pm

The TEXTURES lump is a relatively new lump and I seem to be having troubles finding examples how to do what I'm trying to correctly. I want to take a small set of sprites and create a bunch of variations by rotating and flipping them in different combinations. Example:
Code: Select allExpand view
sprite FLM1B0, 128, 128
{
   Patch FLM1A0, 0, 0
   {
      rotate 90
   }
}

That is visible in the game just fine, however, this doesn't show up when the actor that uses it is called into the game:
Code: Select allExpand view
sprite FLM1E0, 128, 128
{
   Patch FLM1A0, 0, 0
   {
      FlipX
      rotate 90
   }
}

Is there a limitation I'm unaware of or am I just doing it wrong?
User avatar
solarsnowfall
 
Joined: 30 Jun 2005

Re: Question about TEXTURES lump

Postby Blue Shadow » Sat Aug 11, 2012 11:39 pm

Have you tried giving it offset?

Edti: Typo.
Last edited by Blue Shadow on Sat Aug 11, 2012 11:53 pm, edited 1 time in total.
User avatar
Blue Shadow
 
Joined: 14 Nov 2010

Re: Question about TEXTURES lump

Postby solarsnowfall » Sat Aug 11, 2012 11:50 pm

Yea, I was just on my way back to say that I discovered the issue was not adjusting the offsets appropriately and spawning my test actors at floor level. The effect seems to be that the sprites were appearing under the floor. Whoopsidoodle!
User avatar
solarsnowfall
 
Joined: 30 Jun 2005


Return to Editing

Who is online

Users browsing this forum: Bing [Bot] and 4 guests