Scrolling textures

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Locked
User avatar
Zell
Posts: 791
Joined: Thu Jul 24, 2003 7:47 am
Location: IN A GODDAMN BOX[In Erie.]

Scrolling textures

Post by Zell »

This isnt directly related to Zdoom, rather Doom itseld. I have been trying to make scrolling textures all morning. When i load them up into WinteX, make all the new textures, put them in the maps, they just scroll trough ALL the scrolling textures randomly. Here is how my new entries are set up:
FLSHLIT1
FLSHLIT2
FLSHLIT3
UACLOGO1
UACLOGO2
blah blah blah
blah blah blah
anyhelp is appreciated

zell
User avatar
bimshwel
Posts: 725
Joined: Tue Jul 15, 2003 5:15 pm
Location: misplaced
Contact:

Post by bimshwel »

There's your problem. "blah blah blah" and "blah blah blah" are duplicate entries! The game's probably getting confused.
User avatar
SyntherAugustus
Posts: 973
Joined: Tue Jul 15, 2003 5:43 pm

Post by SyntherAugustus »

I think he put blah blah there one purpose because he is mentioning more that just that.
Mighty Duck X-treme
Posts: 272
Joined: Tue Jul 15, 2003 5:48 pm
Location: Chesterfield, Missouri

Post by Mighty Duck X-treme »

Exactually.
User avatar
Enjay
 
 
Posts: 27115
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Post by Enjay »

I assume by scrolling textures, you mean animated textures?

If so, how are you setting them up?

There are 2 ways I know of for Zdoom

using the animdefs lump - Zdoom specific

using the animated lump - BOOM and compatible ports (inc Zdoom)

and a few ways for vanilla doom (which should work for all ports too)

adding additional frames into existing sequences

using the unused but defined animations in doom

replacing existing sequences

adding your animation on to the side of an exisiting animation by making the texture wider.


Try and post exactly what you are trying to do, and someone will be able to help.
User avatar
Zell
Posts: 791
Joined: Thu Jul 24, 2003 7:47 am
Location: IN A GODDAMN BOX[In Erie.]

Post by Zell »

Well, i have some flashing lights. And i want them to change colors trough a cycle, like waterfalls or the fires. But, when i play it in doom, it cycles through ALL of the cycling textures, which isnt want i want it to do, obvisously.
User avatar
Enjay
 
 
Posts: 27115
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Post by Enjay »

Well, seeing as how you mentioned this was a Doom rather than Zdoom problem, I'll assume you want to use the original Doom methods.

First limit - Doom will not allow you to add any additional animated textures, but it will allow you to extend existing animations and it has an unused one.

If you simply name your textures WFALL1 WFALL2 WFALL3 and WFALL4 then Doom should animate them. This is the unused animation I was on about.

To extend an animation, you put your frames in the middle of an existing animation in the texture list. Doom only looks at the first and last entry of an animation, and cycles through all the frames in between. So you could set up something like this:

WFALL1
EXTRA1
EXTRA2
EXTRA3
EXTRA4
EXTRA5
WFALL2
WFALL3
WFALL4

To get a 9 frame animation.

If you want to use port specific stuff, then I recommend using the Zdoom animdefs lump. This is far more flexible because it allows you to add any number of additional animations (and switches), vary the duration each frame is shown for (including random), specify whether decals will show on the animation and other options too.

To set up an animation in ANIMDEFS, you tell Zdoom the name of the first texture in the animation, then specify durations for every texture following that.

texture FLSHLIT1
pic 1 tics 8
pic 2 tics 8
pic 3 tics 8


The above will create an animation that starts with the FLSHLIT1 texture, shows it for 8 tics, moves on to whichever texture is after FLSHLIT1 in the texture list, shows it for 8 tics, shows the next texture for 8 tics and then returns to FLSHLIT1 and repeats.
User avatar
Kappes Buur
 
 
Posts: 4182
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Post by Kappes Buur »

To just animate a texture, which has a sequence of textures, ie: pic1 pic2 pic3 ...
don't you just insert the first texture of the sequence? And DOOM or ZDOOM
displays the sequence automatically.

At least, that was what I did in one of my maps.
User avatar
Enjay
 
 
Posts: 27115
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Post by Enjay »

Kappes Buur wrote:To just animate a texture, which has a sequence of textures, ie: pic1 pic2 pic3 ...
don't you just insert the first texture of the sequence? And DOOM or ZDOOM
displays the sequence automatically.

At least, that was what I did in one of my maps.
We may be talking about different things here.

I'm talking about creating a set of textures that will animate so that you can then put them on a lindef. I think you are talking about allocating an animated texture that already exists to a lindef in the editor.

I think Zell is asking how to add animation sequences or at least put his own animated textures into Doom, and that's what I have tried to help with, but I could have picked things up wrong.
User avatar
Zell
Posts: 791
Joined: Thu Jul 24, 2003 7:47 am
Location: IN A GODDAMN BOX[In Erie.]

Post by Zell »

nope, thats right enjay =) im trying to add my own animated texture.
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

blackfish wrote:I think he put blah blah there one purpose because he is mentioning more that just that.
I think Evil Mittens was joking.
Locked

Return to “Editing (Archive)”