NaturalTvventy Posted April 30, 2010 I am a massive newb and can't figure out animated textures. i'm totally new to doom in hexen format, so bear with me. I'm trying to add the SLIME01-04 texture to my Ultimate Doom WAD. I've added the textures to my wad, and tried to use this page as a guide http://zdoom.org/wiki/ANIMDEFS#Animated_graphics so i make a script in my wad called ANIMDEFS.acs and in it is texture SLIME01 pic SLIME01 tics 8 pic SLIME01 tics 8 pic SLIME01 tics 8 pic SLIME01 tics 8 and that's the best I can figure out, and it doesn't work. What am i doing wrong? Thx, NT 0 Share this post Link to post
GreyGhost Posted April 30, 2010 There's only one patch (SLIME01) defined in your animation, try this - texture SLIME01 pic SLIME01 tics 8 pic SLIME02 tics 8 pic SLIME03 tics 8 pic SLIME04 tics 8 0 Share this post Link to post
Gez Posted April 30, 2010 Actually, if it's for ZDoom (as your use of ANIMDEFS implies), and you're using a stock texture, you don't even need that. Here are all the animated textures recognized by ZDoom:Flat Optional NUKAGE1 Range NUKAGE3 Tics 8 Flat Optional FWATER1 Range FWATER4 Tics 8 Flat Optional SWATER1 Range SWATER4 Tics 8 Flat Optional LAVA1 Range LAVA4 Tics 8 Flat Optional BLOOD1 Range BLOOD3 Tics 8 Flat Optional RROCK05 Range RROCK08 Tics 8 Flat Optional SLIME01 Range SLIME04 Tics 8 Flat Optional SLIME05 Range SLIME08 Tics 8 Flat Optional SLIME09 Range SLIME12 Tics 8 Texture Optional BLODGR1 Range BLODGR4 Tics 8 AllowDecals Texture Optional SLADRIP1 Range SLADRIP3 Tics 8 AllowDecals Texture Optional BLODRIP1 Range BLODRIP4 Tics 8 AllowDecals Texture Optional FIREWALA Range FIREWALL Tics 8 Texture Optional GSTFONT1 Range GSTFONT3 Tics 8 AllowDecals Texture Optional FIRELAV3 Range FIRELAVA Tics 8 Texture Optional FIREMAG1 Range FIREMAG3 Tics 8 Texture Optional FIREBLU1 Range FIREBLU2 Tics 8 Texture Optional ROCKRED1 Range ROCKRED3 Tics 8 AllowDecals Texture Optional BFALL1 Range BFALL4 Tics 8 Texture Optional SFALL1 Range SFALL4 Tics 8 Texture Optional WFALL1 Range WFALL4 Tics 8 Texture Optional DBRAIN1 Range DBRAIN4 Tics 8 Flat Optional FLTWAWA1 Range FLTWAWA3 Tics 8 Flat Optional FLTSLUD1 Range FLTSLUD3 Tics 8 Flat Optional FLTTELE1 Range FLTTELE4 Tics 6 Flat Optional FLTFLWW1 Range FLTFLWW3 Tics 9 Flat Optional FLTLAVA1 Range FLTLAVA4 Tics 8 Flat Optional FLATHUH1 Range FLATHUH4 Tics 8 Texture Optional LAVAFL1 Range LAVAFL3 Tics 6 Texture Optional WATRWAL1 Range WATRWAL3 Tics 4 Flat Optional F_SCANR5 Range F_SCANR8 Tics 4 Flat Optional F_WATR01 Range F_WATR03 Tics 8 Flat Optional F_PWATR1 Range F_PWATR3 Tics 11 Flat Optional F_SCANR1 Range F_SCANR4 Tics 4 Texture Optional SCAN05 Range SCAN08 Tics 4 Texture Optional SWTRMG01 Range SWTRMG03 Tics 4 Texture Optional SCAN01 Range SCAN04 Tics 4 Texture Optional COMP01 Range COMP04 Tics 4 Texture Optional COMP05 Range COMP08 Tics 6 Texture Optional COMP09 Range COMP12 Tics 11 Texture Optional COMP13 Range COMP16 Tics 12 Texture Optional COMP17 Range COMP20 Tics 12 Texture Optional COMP21 Range COMP24 Tics 12 Texture Optional COMP25 Range COMP28 Tics 12 Texture Optional COMP29 Range COMP32 Tics 12 Texture Optional COMP33 Range COMP37 Tics 12 Texture Optional COMP38 Range COMP41 Tics 12 Texture Optional COMP42 Range COMP49 Tics 10 Texture Optional BRKGRY13 Range BRKGRY16 Tics 10 Texture Optional BRNSCN01 Range BRNSCN04 Tics 10 Texture Optional CONCRT09 Range CONCRT12 Tics 11 Texture Optional CONCRT22 Range CONCRT25 Tics 11 Texture Optional WALPMP01 Range WALPMP02 Tics 16 Texture Optional WALTEK16 Range WALTEK17 Tics 8 Texture Optional FORCE01 Range FORCE04 Tics 4 Texture Optional FORCE05 Range FORCE08 Tics 4 Texture Optional FAN01 Range FAN02 Tics 4 Flat Optional P_VWATR1 Range F_VWATR3 Tics 4 Flat Optional F_HWATR1 Range F_HWATR3 Tics 4 Flat Optional F_TELE1 Range F_TELE2 Tics 4 Flat Optional F_FAN1 Range F_FAN2 Tics 4 Flat Optional F_CONVY1 Range F_CONVY2 Tics 4 Flat Optional F_RDALN1 Range F_RDALN4 Tics 4 They are defined in zdoom.pk3's ANIMATED lump, so you don't need to declare them anywhere. 0 Share this post Link to post
NaturalTvventy Posted May 1, 2010 I'm actually using the SLIME0* as a texture and not a flat, so I'm thinking the pre-sets in ZDOOM won't work. When I run the 'compile script' in DB2 it tells me 'invalid declarator'. je ne sais pas. NT 0 Share this post Link to post
Enjay Posted May 1, 2010 NaturalTvventy said:I'm actually using the SLIME0* as a texture and not a flat, so I'm thinking the pre-sets in ZDOOM won't work. It should. ZDOOM doesn't care whether something is a flat or a texture. You can use either anywhere and they will work. NaturalTvventy said:When I run the 'compile script' in DB2 it tells me 'invalid declarator'. je ne sais pas. I noticed that you called the file animdefs.acs. This, and the above comment makes me think that you are mistaking animdefs for something that is done in ACS. It isn't. animdefs is just a text lump. Insert it in your file as it is. You do not compile it. 0 Share this post Link to post
Gez Posted May 1, 2010 NaturalTvventy said:I'm actually using the SLIME0* as a texture and not a flat, so I'm thinking the pre-sets in ZDOOM won't work. They will. Why don't you just try? The "flat" or "texture" keywords only serve to identify in which namespace it looks first for these lumps. 0 Share this post Link to post
NaturalTvventy Posted May 1, 2010 Sa-weet, i put it in as a txt and it worked fine. I would have just used the zdoom default, but i want to learn how to do it with other non-standard textures as well. thanks guys. NT 0 Share this post Link to post