need help animating textures that wern't previously animated

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osjclatchford
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need help animating textures that wern't previously animated

Post by osjclatchford »

Hi guys made these today:
texture.PNG
and named them as stated, put them in a 'patches' folder in my .pk3

and added the following lines to my animdefs:

texture tp3_1 Range tp3_1b Tics 2
texture tp3_2 Range tp3_2b Tics 2

but it will only show the first frame in the game.

anyone know why?

any help would be greatly appreciated.
thanks in advance,
latchford
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Mr. Tee
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Re: need help animating textures that wern't previously anim

Post by Mr. Tee »

I believe your ANIMEDEFS textures need to end in a number to have sequentially numbered textures using the RANGE parameter. For example, if I changed your ANIMEDEFS code to:

Code: Select all

texture tpa3_1 range tpa3_2 Tics 2 
texture tpb3_1 range tpb3_2 Tics 2
... it should work. ZDoom would not know to count from "tp3_1" to "tp3_1b" since there is no logical increment that can go from " " to "b". Computers are only as smart as the information we give them :)

Take a look at the DOOM animated texture examples in the below link. All of them end with a number, for example BFALL1, which animates to BFALL4 through BFALL2 and BFALL4.
http://zdoom.org/wiki/ANIMDEFS#Animated_graphics

EDIT: Forgot a "the".
osjclatchford
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Re: need help animating textures that wern't previously anim

Post by osjclatchford »

problem with that is that the texture wont appear in standard doom2 maps without remapping them... as you have changed the name of the original texture it is intended to replace.
My intention is to replace a plain texture with an animated one without remapping the game...

and sorry to contradict but, letters at the end of names have worked for me in the past.
had a similar problem with two textures (the two brown slimes) I had replaced both textures with a greater number of anmation frames but the increasing numbers infringed on the next texture name.
so enjay suggested I use an alphabetical sequence to continue the range the same way as I have above. this worked great.

thinking about it now those slime textures were already animated to begin with...
I have a feeling this is not to do with the filenames but the fact that the textures I'm trying to replace were not animated in the first-place.
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Enjay
 
 
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Re: need help animating textures that wern't previously anim

Post by Enjay »

osjclatchford wrote:problem with that is that the texture wont appear in standard doom2 maps without remapping them... as you have changed the name of the original texture it is intended to replace.
My intention is to replace a plain texture with an animated one without remapping the game...
I *think* the problem is that you are trying to animate the patches not the textures. So you have changed the names too. "Standard doom2 maps" do not have patches on the wall, they have the testure names. They have "PIPE6". So, add PIPE7 and PIPE8 to your TEXTURES (or TEXTURE1) lump and then use the texture names in the ANIMDEFS.

ZDoom can place patches directly on to a wall/floor but that's not a standard Doom feature.
osjclatchford
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Re: need help animating textures that wern't previously anim

Post by osjclatchford »

ok that would explain a lot... :oops: thanks enjay I'll have another look through my wad again and see how I go...
osjclatchford
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Re: need help animating textures that wern't previously anim

Post by osjclatchford »

Enjay wrote:
osjclatchford wrote:problem with that is that the texture wont appear in standard doom2 maps without remapping them... as you have changed the name of the original texture it is intended to replace.
My intention is to replace a plain texture with an animated one without remapping the game...
I *think* the problem is that you are trying to animate the patches not the textures. So you have changed the names too. "Standard doom2 maps" do not have patches on the wall, they have the testure names. They have "PIPE6". So, add PIPE7 and PIPE8 to your TEXTURES (or TEXTURE1) lump and then use the texture names in the ANIMDEFS.

ZDoom can place patches directly on to a wall/floor but that's not a standard Doom feature.
ok I just looked through my doom.wad and the only files that match the images is in the patches folder and is called: tp3_1 and tp3_2...

does doom create textures in-code and use the 'art' of the patches or Am I missing something? there is no 'texture' folder in doom2.wad that I can see...
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Enjay
 
 
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Re: need help animating textures that wern't previously anim

Post by Enjay »

You're missing the TEXTURE1 lump. In Doom, patches are arranged in textures. That is to say the graphic (the patch) is held in a database of PNAMES (patch names) and these can then be used in textures. A texture is a defined arrangement of one or more patches. Take, for example PIPE6. It is a 256 wide texture that is actually made up of TP3_1 (128x128) and TP3_2 (also 128x128) sitting side by side in a texture.
Spoiler:
Many of the textures in Doom are just single patch textures (ie a texture defined to look the same as the one patch it contains) but what the system allows is for a patch to be re-used in different textures. So, for example, you could include a graphic of a brick wall and use it in its own texture and then use the same patch in a different texture with a switch image laid over the top - actually, 2 more textures: on switch and off switch. That way a graphic has been used in three different textures but only takes up the space of one copy of the graphic. This is not so important nowadays but when Doom was released, hard drive space was an issue and the texture/patch system allowed disk space to be saved.


Anyway, open up an original Doom(2) map in an editor and look at the names of the graphics on the walls. You may find a map that uses PIPE6 but you won't find one that uses TP3_1 or TP3_2.

http://doomwiki.org/wiki/Texture
http://doomwiki.org/wiki/TEXTURE1_and_TEXTURE2
osjclatchford
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Re: need help animating textures that wern't previously anim

Post by osjclatchford »

gotcha, thanks enjay, you always make it seem easy...
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Mr. Tee
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Re: need help animating textures that wern't previously anim

Post by Mr. Tee »

osjclatchford wrote:problem with that is that the texture wont appear in standard doom2 maps without remapping them... as you have changed the name of the original texture it is intended to replace.
My intention is to replace a plain texture with an animated one without remapping the game...
It would have been useful to include this in your original post.

Nevertheless, I'm glad Enjay was able to help you resolve this issue.
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