Doom'd Marine Posted February 24, 2006 I got some textures for switches, and i was wondering what it takes to be able to make them function like the default switches made for doom 2 Like, any scripting or stuff of that nature. 0 Share this post Link to post
Hobbs Posted February 24, 2006 So far as I know you need a Boom SWITCHES lump to actually add new switches (instead of just replacing switch textures already there). The tool for creating them can be found here: http://youfailit.net/pub/idgames/themes/TeamTNT/boom/editutil.zip EDIT: The swantbls.exe is the one you want. 0 Share this post Link to post
Doom'd Marine Posted February 24, 2006 alright. EDIT: is there a tutorial that i can use, im running windows XP and DOS wont open for me =/ 0 Share this post Link to post
Hobbs Posted February 24, 2006 Nothing but belief in DOS incompatability will prevent you from running the program. I've used it on both my XP Home (heh) and XP Pro machines. Run cmd, and in the command prompt run swantbls.exe. It should give you the help info for how to turn a animation data file into a SWITCHES or ANIMATED lump. An example of an animation data file is provided, defswani.dat. 0 Share this post Link to post
Doom'd Marine Posted February 25, 2006 HobbsTiger1 said:Nothing but belief in DOS incompatability will prevent you from running the program. I've used it on both my XP Home (heh) and XP Pro machines. Run cmd, and in the command prompt run swantbls.exe. It should give you the help info for how to turn a animation data file into a SWITCHES or ANIMATED lump. An example of an animation data file is provided, defswani.dat. Well yours must be diffrent from mine because when i type in the spot where swantbls.exe is and it says its not a valid exe or batch =/ 0 Share this post Link to post
Enjay Posted February 25, 2006 You'll have to navigate to the directory that you put swantbls.exe into at the command prompt. If you are mapping for Zdoom, you can use the animdefs lump to define switches instead. This has the added advantages that you can specify which sound(s) you want the switch to use and you can have switches with more animation frames: not just on/off but intermediate frames too. 0 Share this post Link to post
Russell_P Posted February 25, 2006 If you just want on-off switches there's an easier way of doing this. Well, from my point of view it's easier. Widen an existing switch texture (for both on and off positions) and then add your patches. This will enable you to use the original switch texture and your new one (by using an x offset for alignment). I did something similar for my congestion 1024 map. I changed this.. to something like this.... ignore the white line on the far right, it was a quick capture and extraction from wintex. 0 Share this post Link to post
Doom'd Marine Posted February 25, 2006 Russell_P said:If you just want on-off switches there's an easier way of doing this. Well, from my point of view it's easier. Widen an existing switch texture (for both on and off positions) and then add your patches. This will enable you to use the original switch texture and your new one (by using an x offset for alignment). I did something similar for my congestion 1024 map. I changed this.. http://www.duellist.net/switch1.png to something like this.... http://www.duellist.net/switch2.png ignore the white line on the far right, it was a quick capture and extraction from wintex. Gah I'll end up messing it up :P well.. this is what i got off the wiki and tried my best to get it to work -------------------------------------------------- SWITCH EWAL001A ON EWAL001A OFF EWAL002B SWITCH 35W1LEV ON 35W1LEV OFF 35W2LEV --------------------------------------------------- And when to test the switch i had already in the map, i got the error that said that i needed at least ON animation frame, when i had two textures, one for on and one for off what did i do wrong? x.x 0 Share this post Link to post
Hobbs Posted February 25, 2006 Did you look at the example? Neways I'll give an example: #IWAD Switch1 Switch2 3 SW1LOL SW2LOL 3 SW1HEH SW2HEH 3 SW1ROFL SW2ROFL Note that the line preceeded by # is a comment. Also, it might help if you use a .dat file (I always have). 0 Share this post Link to post
Doom'd Marine Posted February 25, 2006 HobbsTiger1 said:Did you look at the example? Neways I'll give an example: #IWAD Switch1 Switch2 3 SW1LOL SW2LOL 3 SW1HEH SW2HEH 3 SW1ROFL SW2ROFL Note that the line preceeded by # is a comment. Also, it might help if you use a .dat file (I always have). I -Tried- to look at the example, but i cant get it to stay open for more than a millisecond, Even if i run it from the command prompt and try searching for it, it wont work. 0 Share this post Link to post
Xtife Posted February 25, 2006 if you use the open-command windows power toy, iv found it much better to run dos files from a specific location in xp. and they will stay open :), just do a search for it and once you have it installed, right click the folder where the prigram is, and use "open-command promt here" then type the full name of the program 0 Share this post Link to post
Enjay Posted February 25, 2006 Still not sure if you're using Zdoom, but if you are, this would work in an ANIMDEFS lump switch doom 3 SW1whatever on pic SW2whatever tics 0 0 Share this post Link to post