Animdefs not working

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Laskow
Posts: 100
Joined: Tue Feb 16, 2021 7:35 am
Preferred Pronouns: He/Him

Animdefs not working

Post by Laskow »

Hi.
The textures are loaded correctly (because there are no warnings or errors) but somehow animdefs doesn't work.
c0010.png
Also switches doesn't work neither.


Thanks in advanced!
Laskow
Posts: 100
Joined: Tue Feb 16, 2021 7:35 am
Preferred Pronouns: He/Him

Re: Animdefs not working

Post by Laskow »

Sorry, finally it works.

Code: Select all

Texture "textures/Wafal01.png"
   pic "textures/Wafal01.png" tics 4
   pic "textures/Wafal02.png" tics 4
   pic "textures/Wafal03.png" tics 4
   pic "textures/Wafal04.png" tics 4
There are no examples giving a full path in the wiki so it took a lot of time to figure out what to do.

Still I don't know why I must give the full path. In my case, I had to do the same in SNDINFO. The biggest difference between my mod (ipk3) and other wad (pk3 or ipk3) is using ZMAPINFO or not... Is that related to this case?
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MFG38
Posts: 414
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Graphics Processor: nVidia (Modern GZDoom)
Location: Finland

Re: Animdefs not working

Post by MFG38 »

Laskow wrote:The biggest difference between my mod (ipk3) and other wad (pk3 or ipk3) is using ZMAPINFO or not... Is that related to this case?
I can't imagine it would be. As far as I'm aware, the full path in a .pk3 should only need to be provided if the filename is more than 8 characters long or if it's in a subfolder of sounds/. The existence of a ZMAPINFO lump should logically make no difference.
Laskow
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Re: Animdefs not working

Post by Laskow »

MFG38 wrote:The existence of a ZMAPINFO lump should logically make no difference.
It has become increasingly difficult to find why it didn't work.:? These textures are contained in the subfolder named "textures", but in other mods, it work fine without giving a full path even the textures are contained in a subfolder.
DukeNukem
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Re: Animdefs not working

Post by DukeNukem »

Ok, I'm having the same issue - ANIMDEFS just aint working. The individual textures are fine - I can add them onto a map.

As for ANIMDEFS - it's completely ignored, the define animation just isn't visible in UDB, if I type in the name manually anyway, then run the map, GZDoom doesn't display it either.

I've tried this:

Code: Select all

texture THISUCK1
pic DNZELEC2 tics 5
pic DNZELEC3 tics 5
pic DNZELEC4 tics 5

texture THISUCK2
pic DNXCAUS1 tics 5
pic DNXCAUS2 tics 5
pic DNXCAUS3 tics 5

As I'm using a PK3 (https://drive.google.com/file/d/1u6KWMb ... sp=sharing), with textures in a "textures" subfolder. I also tried the change in one of the previous posts specifying full paths and also setting texture name = first animated texture, even tried swearing profusely, but no joy :-

Code: Select all

texture "textures/DNZELEC2"
pic "textures/DNZELEC2" tics 5
pic "textures/DNZELEC3" tics 5
pic "textures/DNZELEC4" tics 5

texture "textures/DNXCAUS1"
pic "textures/DNXCAUS1" tics 5
pic "textures/DNXCAUS2" tics 5
pic "textures/DNXCAUS3" tics 5

As the DNZ* textures are not multiples of 64 pixels, I tried removing those so only animating the DNX* ones (which are multiples of 64), again no joy.

All six referenced textures are available and working. I can even create decals for the individual textures. However, as far as the PK3 is concerned its as if the ANIMDEFS is totally ignored. I've tried placing the ANIMDEFS before and after PNAMES and TEXTURE1 entries, no effect.

When I select the ANIMDEFS file in Slade3, it confirms the text language is "ZDoom AnimDefs".

There are no errors when I add the pk3 as a resource in UDB.

What have I missed !?

Secondary question: Assuming I ever get ANIMDEFS to work, is it possible to use them with DECAL to make animated decals ?

TTFN,
Jon

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