Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Sign in to follow this  
TimeOfDeath

how to combine multiple SWITCHES / ANIMATED lumps?

Recommended Posts

Depends what's easy for you. Simplest method IMO would be to open one in a hex editor, delete the last (closing, and, for ANIMATED, possibly incomplete) entry, and paste the next lump. Repeat process until they're all there. See wiki articles for details.

Share this post


Link to post

Requesting the text files used to create the individual lumps, merging those and compiling them using swantbls would seem to be the easiest option. If the 16 bit swantbls executable from the Boom utilities doesn't run, try using this 32 bit Windows console version.

Share this post


Link to post

I use HXD personally. Its copy/paste feature is extremely great.

I have put a "convert to ANIMDEFS" feature for SWITCHES/ANIMATED in SLADE 3, I suppose I could do the same with "convert to SWANTBLS" and then compile SWANTBLS lumps into SWITCHES and ANIMATED. It wouldn't be hard.

Share this post


Link to post

ye, structure of those lumps makes it really easy to combine em.

If you're interested ToD I can toss ya some scripts I hacked together for wad compilation (works for boom-compat stuff). Basically put all wads containing maps and resources into a folder, input a list of what order you want maps in, hit a button and out comes a standalone wad.

Share this post


Link to post

Gez, thanks I got HxD except some of the original doom2.wad switches don't animate now (also happens when I load q1tex.wad as a pwad on its own in prplus). Do all of the default iwad switches have to be added to the switches lump too?

Ribbiks, thanks but I should be ok for now (only zdoom stuff left). The scripts sound cool though, do I need that python thing for them?

exl, thanks for that link. So, basically all I need is a text file that looks like below, with a .DAT extension, and then run the exe?

[SWITCHES]
3 SW1BLAH SW2BLAH
[FLATS]
8 FBLAH4 FBLAH1
[TEXTURES]
8 BLAH4 BLAH1

Share this post


Link to post

Yeah, I got it working and understand now. I think all the problems I've had before with ANIMATED were because I accidentally wrote the first texture 1st and the last texture 2nd in the dat file (supposed to be reversed), or the textures weren't in the correct order in the texture1 lump.

Also, in all of those wiki examples it puts three periods at the end, but swantbls gives an error if you write it that way.

Only thing stopping me from getting slade3 is that it's 12 megs and those runtime files are 12 megs.

Share this post


Link to post

I know that now... :)
Got confused because they were in the code box and if you open a switches/animated lump in a hex editor it shows a bunch of periods in it.

Share this post


Link to post
TimeOfDeath said:

Do all of the default iwad switches have to be added to the switches lump too?

AFAIK, the SWITCHES/ANIMATED lumps replace the vanilla animation lists, so I'd add all the default switches.

Only thing stopping me from getting slade3 is that it's 12 megs and those runtime files are 12 megs.

You're starting to sound like me - ten years ago, on dial-up, with a 300 meg monthly limit. That 24 megs is well worth downloading and you only have to grab the runtime once.

Share this post


Link to post

I'm sure it's a cool program, just haven't got around to switching from xwe yet (I've got a severe case of if-it-aint-broke-dont-fix-it). I have high-speed wireless internet, but only 500 meg monthly limit. Oh, I see those runtimes require at least XP sp3, so I guess it won't run on my comp anyway.

You're right, I went through doom2.wad and added all the animations/switches. If anyone else wants it:

[SWITCHES]
3 SW1BLUE  SW2BLUE
3 SW1BRCOM SW2BRCOM
3 SW1BRIK  SW2BRIK
3 SW1BRN1  SW2BRN1
3 SW1BRN2  SW2BRN2
3 SW1BRNGN SW2BRNGN
3 SW1BROWN SW2BROWN
3 SW1CMT   SW2CMT
3 SW1COMM  SW2COMM
3 SW1COMP  SW2COMP
3 SW1DIRT  SW2DIRT
3 SW1EXIT  SW2EXIT
3 SW1GARG  SW2GARG
3 SW1GRAY  SW2GRAY
3 SW1GRAY1 SW2GRAY1
3 SW1GSTON SW2GSTON
3 SW1HOT   SW2HOT
3 SW1LION  SW2LION
3 SW1MARB  SW2MARB
3 SW1MET2  SW2MET2
3 SW1METAL SW2METAL
3 SW1MOD1  SW2MOD1
3 SW1PANEL SW2PANEL
3 SW1PIPE  SW2PIPE
3 SW1ROCK  SW2ROCK
3 SW1SATYR SW2SATYR
3 SW1SKIN  SW2SKIN
3 SW1SKULL SW2SKULL
3 SW1SLAD  SW2SLAD
3 SW1STARG SW2STARG
3 SW1STON1 SW2STON1
3 SW1STON2 SW2STON2
3 SW1STON6 SW2STON6
3 SW1STONE SW2STONE
3 SW1STRTN SW2STRTN
3 SW1TEK   SW2TEK
3 SW1VINE  SW2VINE
3 SW1WDMET SW2WDMET
3 SW1WOOD  SW2WOOD
3 SW1ZIM   SW2ZIM

[FLATS]
8 NUKAGE3  NUKAGE1
8 FWATER4  FWATER1
8 LAVA4    LAVA1
8 BLOOD3   BLOOD1
8 RROCK08  RROCK05
8 SLIME04  SLIME01
8 SLIME08  SLIME05
8 SLIME12  SLIME09

[TEXTURES]
8 BFALL4   BFALL1
8 BLODRIP4 BLODRIP1
8 DBRAIN4  DBRAIN1
8 FIREBLU2 FIREBLU1
8 FIRELAVA FIRELAV3
8 FIREMAG3 FIREMAG1
8 FIREWALL FIREWALA
8 GSTFONT3 GSTFONT1
8 ROCKRED3 ROCKRED1
8 SFALL4   SFALL1
8 WFALL4   WFALL1

Share this post


Link to post

just for the record what you posted is nearly identical to DEFSWANI.DAT (listed below), a file that's distributed with the boom edit utilities

and yah yah my hacky stuff is python.


also slade is amazing and will change your life.

#
# This file is input for SWANTBLS.EXE, it specifies the switchnames
# and animated textures and flats usable with BOOM. The output of
# SWANTBLS is two lumps, SWITCHES.LMP and ANIMATED.LMP that should
# be inserted in the PWAD as lumps.
#
#switches usable with each IWAD, 1=SW, 2=registered DOOM, 3=DOOM2
[SWITCHES]
#epi    texture1        texture2
1       SW1BRCOM        SW2BRCOM
1       SW1BRN1         SW2BRN1 
1       SW1BRN2         SW2BRN2 
1       SW1BRNGN        SW2BRNGN
1       SW1BROWN        SW2BROWN
1       SW1COMM         SW2COMM 
1       SW1COMP         SW2COMP 
1       SW1DIRT         SW2DIRT 
1       SW1EXIT         SW2EXIT 
1       SW1GRAY         SW2GRAY 
1       SW1GRAY1        SW2GRAY1
1       SW1METAL        SW2METAL
1       SW1PIPE         SW2PIPE 
1       SW1SLAD         SW2SLAD 
1       SW1STARG        SW2STARG
1       SW1STON1        SW2STON1
1       SW1STON2        SW2STON2
1       SW1STONE        SW2STONE
1       SW1STRTN        SW2STRTN

2       SW1BLUE         SW2BLUE 
2       SW1CMT          SW2CMT  
2       SW1GARG         SW2GARG 
2       SW1GSTON        SW2GSTON
2       SW1HOT          SW2HOT  
2       SW1LION         SW2LION 
2       SW1SATYR        SW2SATYR
2       SW1SKIN         SW2SKIN 
2       SW1VINE         SW2VINE 
2       SW1WOOD         SW2WOOD 

3       SW1PANEL        SW2PANEL
3       SW1ROCK         SW2ROCK 
3       SW1MET2         SW2MET2 
3       SW1WDMET        SW2WDMET
3       SW1BRIK         SW2BRIK 
3       SW1MOD1         SW2MOD1 
3       SW1ZIM          SW2ZIM  
3       SW1STON6        SW2STON6
3       SW1TEK          SW2TEK  
3       SW1MARB         SW2MARB 
3       SW1SKULL        SW2SKULL

#animated flats, spd is number of frames between changes
[FLATS]
#spd    last        first
8       NUKAGE3     NUKAGE1      
8       FWATER4     FWATER1      
8       SWATER4     SWATER1      
8       LAVA4       LAVA1        
8       BLOOD3      BLOOD1       

8       RROCK08     RROCK05                  
8       SLIME04     SLIME01      
8       SLIME08     SLIME05      
8       SLIME12     SLIME09      

#animated textures, spd is number of frames between changes
[TEXTURES]
#spd    last        first
8       BLODGR4     BLODGR1      
8       SLADRIP3    SLADRIP1     

8       BLODRIP4    BLODRIP1     
8       FIREWALL    FIREWALA     
8       GSTFONT3    GSTFONT1     
8       FIRELAVA    FIRELAV3     
8       FIREMAG3    FIREMAG1     
8       FIREBLU2    FIREBLU1     
8       ROCKRED3    ROCKRED1     

8       BFALL4      BFALL1       
8       SFALL4      SFALL1       
8       WFALL4      WFALL1       
8       DBRAIN4     DBRAIN1      


sometimes I wish this forum had collapsable spoiler tags :p

Share this post


Link to post
TimeOfDeath said:

Only thing stopping me from getting slade3 is that it's 12 megs and those runtime files are 12 megs.


The devbuild download is less than 6 megs (you don't need the PDB) and they're compiled with VC++ Express 2005 so they don't require fancy runtimes like the official builds do. (They only need the VC 2005 runtimes, which you probably already have, and which should run on XP SP3 without problem since Windows Vista is two years younger than VC++ 2005.

Share this post


Link to post
Gez said:

I have put a "convert to ANIMDEFS" feature for SWITCHES/ANIMATED in SLADE 3, I suppose I could do the same with "convert to SWANTBLS" and then compile SWANTBLS lumps into SWITCHES and ANIMATED. It wouldn't be hard.


I just wanted to say that this is now in.

Devbuild b3-150 and later can convert a bunch of SWITCHES and ANIMATED lumps into a SWANTBLS lump, and it can also convert a bunch of SWANTBLS lumps into a single SWITCHES+ANIMATED pair.

So you don't need to use swantbls.exe anymore.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
×