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baronofgibbitude

Custom switch textures not animated

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I have three switch texture sets named SW1/SW2FACE2, SW1/SW2SNAK2, and SW1/SW2TEK1. When they're used on a linedef, the action the switch is supposed to do does happen, however the texture never switches to SW2. Did I name them wrong or there something else wrong?

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10 minutes ago, baronofgibbitude said:

Did I name them wrong

The names do not really matter. Cf. Switch:

Quote

Switches in Doom follow the convention of having a name prefixed by SW1 (for the “Off” version) and SW2 (for the “On” version). However, this is purely a convention; the engine works with a hardcoded list of names, and a pair of custom textures named, for example, SW1DUMMY and SW2DUMMY will not be considered as a switch.

 

You can use SLADE to create a SWITCHES lump that will let you add custom switches (keep the vanilla Doom switches in it, though). It'll work with any Boom-compatible port, but not in vanilla.

 

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Download the utility from either link

https://www.doomworld.com/idgames/themes/TeamTNT/boom/editutil
https://zdoom.org/files/utils/utils050999.zip

 

and unzip to find

  • SWANTBLS.EXE
  • DEFSWANI.DAT

Open DEFSWANI.DAT in a text editor and edit according to what you want.


For example for a new switch in DOOM2/BOOM:

#switches usable with each IWAD, 1=SW, 2=registered DOOM, 3=DOOM2
[SWITCHES]
#epi    texture1        texture2

3       SW1GOTH2        SW1GOTH4
3       SW1GOTH1        SW1GOTH3 

save as name.dat and drag onto SWANTBLS.EXE to create the lump SWITCHES.lmp.

 

Open your pwad in Slade3 and drag SWITCHES.lmp to the bottom of the lumps.

 

For G/ZDoom use ANIMDEFS.
 

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