modify fluids animation?
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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.
modify fluids animation?
I'm trying to make a polluted stream using both water and nukage, and I noticed that both liquids appear to flow in a westward direction,which is opposite what I want. I tried rotating the bitmaps and reversing the animation sequence, but nothing changes. Does any know how this works and how to change the direction of flow?
Re: modify fluids animation?
Try "horizontal flip" on each animation frame, it should do the trick.
Re: modify fluids animation?
Thanks for the suggestion, but it didn't work. Liquid animations all seem to have a westward scroll no matter what I do. I can change the flow direction to NW or SW by rotating the bitmaps 90 degrees, but that hardly helps when I'm trying to get a stream to flow east. I can't figure this out. Any more suggestions?
Re: modify fluids animation?
Try putting "Scroll N\S\E\W\NE\SW\SE\NW" on your flats in your level editor.
Re: modify fluids animation?
How do you do that? I'm using XWE, and I don't see any way to implement that command.
Re: modify fluids animation?
Oh, wait. What kind of level editor? Wad editor or GZDoom Builder? I already tried assigning scroll commands on those sectors using Builder, and nothing happened. It's as if liquid animations have a built-in scroll direction that can't be overridden. Any more ideas?
Re: modify fluids animation?
Well, yes. Rename the animation frames to their total opposites. Let's say that you have a water texture which flowz to the east. The animation frames are WATER01, WATER02, WATER03...WATER15 maybe. All you need to do is rename WATER15 to WATER01, WATER14 to WATER02, WATER13 to WATER03 and so on. This way the animation will have no choice but to play backwards.
Re: modify fluids animation?
I did that. Nothing changed. So far I've tried 1) setting the sector and the control sector to scroll east (fast), 2) flipping and/or rotating the bitmaps, and 3) reversing the animation sequence, all to no effect. The water and nukage still flow westward. By rotating the bitmaps 90 degrees, I can make them go NW or SW, but that's it. It's as if each swimable sector is programmed to scroll west, and it doesn't respond to actions that should logically work, like your suggestion. I'm completely baffled.
Re: modify fluids animation?
I don't get it...if you rename the animation's frames to their polar opposites, it's not physically possible for the animation to STILL play as before...
Re: modify fluids animation?
Because they are range animations. They follow lump order, not name.
Also, I feel as though there is something from this story. Flats aren't programmed to go in any direction, and can only be animated to do so. (Aside from scrolling them, but this is map behaviour.)
Also, I feel as though there is something from this story. Flats aren't programmed to go in any direction, and can only be animated to do so. (Aside from scrolling them, but this is map behaviour.)
Re: modify fluids animation?
Lump order? Can that be changed?
Re: modify fluids animation?
... Yes? You are editing a WAD, right? And are already editing textures? Just put the lumps in the different order.
Re: modify fluids animation?
I am indeed editing a WAD, and I have added custom textures, but I have no experience working directly with lumps, so I only have a vague idea what you're talking about. How do I find the lumps associated with the Doom 2's "range animations," as you call them? And how do I change their order?
Re: modify fluids animation?
How are you adding textures without doing anything with the lumps? The textures are the lumps. As with any other resource in the WAD.
Range animations work by associating the first and last texture in the range. Take for example FWATER1:
So the textures defined are FWATER1 and FWATER4. In the IWAD, they are ordered as such:
The thing to note about a range animation, is that only the first and last texture matters. The engine looks for FWATER4 and FWATER1, and adds everything inbetween. So you can have anything in this sequence:
And they will all be part of the FWATER1 animation, in that exact order.
Range animations work by associating the first and last texture in the range. Take for example FWATER1:
Code: Select all
flat FWATER1 range FWATER4 tics 8
Code: Select all
FWATER1
FWATER2
FWATER3
FWATER4
Code: Select all
FWATER1
FWATER3
AFLAT
FWATER2
FOOBFLAT
BARFLAT
FWATER4
Re: modify fluids animation?
I'm using XWE, and lumps are handled automatically, so I just work with textures. Okay, so I found the textures for FWATER1 - FWATER4 in the "Floors" section of Doom2.wad. I tried renaming them to reverse their order, but I can't make changes to the wad. It says "I/O error 103" when I try.