Weird flat animation issue with 2 overlapping methods

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Jekyll Grim Payne
 
 
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Weird flat animation issue with 2 overlapping methods

Post by Jekyll Grim Payne »

So, since my Beautiful Doom lots of pretty things, one of them is warped liquid textures. Since warping doesn't work with animation (or, more specifically, it looks very bad), I use ANIMDEFS to define animation without movement. Which basically this:

Code: Select all

texture FWATER1
pic FWATER1 tics 1
pic FWATER1 tics 1
texture FWATER2
pic FWATER1  tics 1
pic FWATER1 tics 1
texture FWATER3
pic FWATER1 tics 1
pic FWATER1 tics 1
texture FWATER4
pic FWATER1 tics 1
pic FWATER1 tics 1
warp2 texture FWATER1
warp2 texture FWATER2
warp2 texture FWATER3
warp2 texture FWATER4
So, all textures are warped and don't have any real animation.

However, I tried the mod with Back to Saturn X: Episode 1. Something weird happened.

BTSX doesn't have ANIMDEFS. Instead it has FWATER1 which is followed by FWATER02 and so on until FWATER31 which is followed by FWATER4 (exactly that). I'm not entirely sure whether these are actually all used in animation because it doesn't look too smoth in the game, but it's there.

The problem is, a water pool in the starting location of MAP01 has FWATER04 in it (a texture which is not present in vanilla Doom or in my ANIMDEFS). If you load it up with my mod, you'll see a static FWATER04 flat without any animations or warping.


So, what exactly is happening here? Do textures get animated automatically if they're numbered in a specific order (I think I've read something about it somewhere)? Because I don't see any animation methods in BTSX. Also, why exactly the animation stops with that FWATER04?
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Rachael
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Re: Weird flat animation issue with 2 overlapping methods

Post by Rachael »

What exactly is happening is animated textures in Doom (and derived ports) use the lump list (or TEXTURE# list) to define tween animations instead of specific texture names. The texture names merely define the start and stop of the sequence. You can have as many lumps as you desire between the "start" and "stop" lumps, allowing more complex animations than were originally present in Vanilla Doom. (This method was actually used by The Unholy Trinity to generate a faux "movie" inside the game)

This behavior can be altered with Boom's ANIMATED lump, or by using the "RANGE" keyword in [wiki]ANIMDEFS[/wiki].
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Jekyll Grim Payne
 
 
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Re: Weird flat animation issue with 2 overlapping methods

Post by Jekyll Grim Payne »

Eruanna wrote:What exactly is happening is animated textures in Doom (and derived ports) use the lump list (or TEXTURE# list) to define tween animations instead of specific texture names. The texture names merely define the start and stop of the sequence. You can have as many lumps as you desire between the "start" and "stop" lumps, allowing more complex animations than were originally present in Vanilla Doom. (This method was actually used by The Unholy Trinity to generate a faux "movie" inside the game)

This behavior can be altered with Boom's ANIMATED lump, or by using the "RANGE" keyword in [wiki]ANIMDEFS[/wiki].
Yes, like I said, I thought I read about this somewhere. However, this doesn't explain to me, why in combination with my mod the animation stops.
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Re: Weird flat animation issue with 2 overlapping methods

Post by Graf Zahl »

That happens because the 'range' animation is tied to FWATER1, when that gets replaced by your redefinition the entire range gets deleted.
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Re: Weird flat animation issue with 2 overlapping methods

Post by Jekyll Grim Payne »

Graf Zahl wrote:That happens because the 'range' animation is tied to FWATER1, when that gets replaced by your redefinition the entire range gets deleted.
And I'm fine with that, but why isn't the warping effect I defined displayed? It's just a single still texture.
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Re: Weird flat animation issue with 2 overlapping methods

Post by Graf Zahl »

Because you did not define one for FWATER04. With the range animation gone that texture will only show itself.
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Re: Weird flat animation issue with 2 overlapping methods

Post by NeuralStunner »

Sounds like a compatibility patch will be necessary. (It was probably inevitable, with the entire texture set replaced.)
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Re: Weird flat animation issue with 2 overlapping methods

Post by Jekyll Grim Payne »

NeuralStunner wrote:Sounds like a compatibility patch will be necessary. (It was probably inevitable, with the entire texture set replaced.)
I will probably include a small tweak, but I wish there was a simple way to make all textures named FWATER## be replaced with one single texture, and to do all that without actually including any new images in the mod AND without defining all possible numbers via TEXTURES manually.
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Re: Weird flat animation issue with 2 overlapping methods

Post by Graf Zahl »

NeuralStunner wrote:Sounds like a compatibility patch will be necessary. (It was probably inevitable, with the entire texture set replaced.)

This asks for a magic solution and that's simply not possible. Sometimes stuff is just not compatible.

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