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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:
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.
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:
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.
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.
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.
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.