Demon_Collector Posted October 17, 2012 I have a waterfall doom texture that I took from a WAD but it isn't animated in the game. How do I do this? 0 Share this post Link to post
Nomad Posted October 18, 2012 Does the wad you took it from have an "ANIMDEFS" lump in it? Just copy the definitions for that particular animated texture to a new lump in your own wad and call it "ANIMDEFS." 0 Share this post Link to post
Gez Posted October 18, 2012 It's either animated with ANIMDEFS or ANIMATED. 0 Share this post Link to post
Pottus Posted October 18, 2012 It also depends on his map format as well. 0 Share this post Link to post
Demon_Collector Posted October 18, 2012 Pottus said:It also depends on his map format as well. It's Zdoom in Heretic 0 Share this post Link to post
GreyGhost Posted October 18, 2012 Is that ZDoom (Heretic in Hexen format) or ZDoom (Doom in Hexen format)? 0 Share this post Link to post
Blue Shadow Posted October 18, 2012 Unless I'm missing something, I don't see why the format of the map is an issue when it comes to animated textures. I mean, what works in Doom format, works just as fine in Hexen format or UDMF and vice versa. 0 Share this post Link to post
Demon_Collector Posted October 18, 2012 GreyGhost said:Is that ZDoom (Heretic in Hexen format) or ZDoom (Doom in Hexen format)? Zdoom in (Doom in Hexen Format) 0 Share this post Link to post
Pottus Posted October 18, 2012 Blue Shadow said:Unless I'm missing something, I don't see why the format of the map is an issue when it comes to animated textures. I mean, what works in Doom format, works just as fine in Hexen format or UDMF and vice versa. Well, it does matter suppose he wants it vanilla compatible, Boom compatible or just ZDoom there is three different ways right there in which to create animated textures. Gez as already mentioned the lumps for Boom/ZDoom vanilla is a lot more limited. 0 Share this post Link to post
Eregore Posted October 18, 2012 Copy and paste this into your /ANIMDEFS using Slade 3: texture WFALL1 range WFALL4 tics 6 It should be the first and last name of the animation. In this case 'WFALL1' is the first, 'WFALL4' is the last. Tics controls the speed. You may or may not need to update your PNAMES and TEXTURE1 things. 0 Share this post Link to post
Blue Shadow Posted October 19, 2012 Pottus said:Well, it does matter suppose he wants it vanilla compatible, Boom compatible or just ZDoom there is three different ways right there in which to create animated textures. Gez as already mentioned the lumps for Boom/ZDoom vanilla is a lot more limited. When it comes to engine compatibility, then yes, the method does indeed matter. The point I was trying to make, which I apparently failed to do, was: if your target engine supports either lumps, then the map format in this case doesn't matter. My point stands, since the OP's map format of choice is hexen format under ZDoom. 0 Share this post Link to post
Gez Posted October 19, 2012 Eregore said:Copy and paste this into your /ANIMDEFS using Slade 3: texture WFALL1 range WFALL4 tics 6 It should be the first and last name of the animation. In this case 'WFALL1' is the first, 'WFALL4' is the last. Tics controls the speed. You may or may not need to update your PNAMES and TEXTURE1 things. WFALL is already animated in the engine. All that would do would make the animation a bit faster (6 tics instead of 8). 0 Share this post Link to post