WTF? ( ANIMDEFS not working..)

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iSpook
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WTF? ( ANIMDEFS not working..)

Post by iSpook »

Alright, This is what i am using to animate textures

Code: Select all

texture field1

pic 1 tics 4
pic 2 tics 4
pic 3 tics 4
pic 4 tics 4
pic 5 tics 4
pic 6 tics 4
and yet its not working ( used example ) ... it just stays like a normal texture.. whats going on here?
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Medricel
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Post by Medricel »

I never trusted the auto-numbered pics. Define them explicitly by texture name instead, and see if it works then.

And also, in the map, are you using the animated texture's base, or one of its frames? IIRC, you must use the animated texture's base texture (in this case, field1) for it to animate (and not, say, field3).
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Post by iSpook »

Shinjanji wrote:I never trusted the auto-numbered pics. Define them explicitly by texture name instead, and see if it works then.

And also, in the map, are you using the animated texture's base, or one of its frames? IIRC, you must use the animated texture's base texture (in this case, field1) for it to animate (and not, say, field3).


answer to question 1: Ill try it

answer to question 2: In this chase ( which was the example wad ) field1
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Post by iSpook »

Tried the names, and it didnt work =/
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Medricel
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Post by Medricel »

What is this example WAD you speak of?
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Post by iSpook »

Shinjanji wrote:What is this example WAD you speak of?

The one on the Zdoom tutorial page, i based how i did my Animdef thing on it.. just replaced names
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Medricel
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Post by Medricel »

Well, I can't understand why it isn't working, save for maybe an error with your textures themselves.

Also, the ZDoom Wiki is a much better source for information. The page on ANIMDEFS has a lot of information on how the ANIMDEFS lump is set up.

Though I still have no clue as to why nothing's happening for you. (covering bases here) do you have the textures set up properly, and each texture frame is a different image? Try doing a simple animation with a bunch of totally random textures, and see if that works.
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Post by Nash »

This has been said many times: Help us help you.

Post the problem wad and files so that we can analyze your problem better. If you are afraid of releasing content you don't want other people to see, you can always replace the graphics with placeholders.

We can't really do much if you don't post an example of your problem...
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Post by iSpook »

Nash wrote:This has been said many times: Help us help you.

Post the problem wad and files so that we can analyze your problem better. If you are afraid of releasing content you don't want other people to see, you can always replace the graphics with placeholders.

We can't really do much if you don't post an example of your problem...

My problem: My animated textures wont animate

its not that hard to figure out, I don't mean to be rude but It's not that hard. I gave an axample on What i was doing.. -.-'

EDIT: But to just get it done and over with, im uploading the CURRENT version of the wad..

http://rapidshare.de/files/14779589/Gothicka.wad.html
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Post by Medricel »

my suggestion would be to move the ANIMDEFS lump to the global namespace (IE, not between *_START or *_END)
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Post by iSpook »

Shinjanji wrote:my suggestion would be to move the ANIMDEFS lump to the global namespace (IE, not between *_START or *_END)
Gah, tried it, didnt work. x_x this sucks.
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Post by Enjay »

Well, when I tried it, GZdoom refused to start, giving me an Animdefs error message saying that the texture POR1 was not found. Guess what? It's right. There is no texture called POR1 or POR2 or POR3...

Your animdefs

Code: Select all

TEXTURE TR1
Pic POR1 tics 4
Pic POR2 tics 4
Pic POR3 tics 4
Pic POR4 tics 4
Pic POR5 tics 4
Pic POR6 tics 4
Pic POR7 tics 4
Pic POR8 tics 4
Pic POR8 tics 4

TEXTURE BRITE1
Pic BRITE1 Tics 4
Pic BRITE2 Tics 4
Pic BRITE3 Tics 4

TEXTURE DMONDR1
Pic DMONDR1 Tics 4
Pic DMONDR2 Tics 4
Pic DMONDR3 Tics 4

TEXTURE EFIREA
Pic EFIREA tics 4
Pic EFIREB tics 4
Pic EFIREC tics 4
Pic EFIRED tics 4
Fixed

Code: Select all

TEXTURE TR1
Pic TR1 tics 4
Pic TR2 tics 4
Pic TR3 tics 4
Pic TR4 tics 4
Pic TR5 tics 4
Pic TR6 tics 4
Pic TR7 tics 4
Pic TR8 tics 4
Pic TR9 tics 4

TEXTURE BRITE1
Pic BRITE1 Tics 4
Pic BRITE2 Tics 4
Pic BRITE3 Tics 4

TEXTURE DMONDR1
Pic DMONDR1 Tics 4
Pic DMONDR2 Tics 4
Pic DMONDR3 Tics 4

TEXTURE EFIREA
Pic EFIREA tics 4
Pic EFIREB tics 4
Pic EFIREC tics 4
Pic EFIRED tics 4
With that fixed animdefs in the WAD, I made a quick test level with TR1 on one wall, BRITE1 on another, DMONDR1 on the third and EFIREA on the last. They all worked just fine.
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