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peach freak

Animating Waterfalls

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In the Resident Evil mansion I am making, I am working on the underground sewer area, so I am using the brown water flat (SLIME04) to make it look like you're in a sewer.

I also want to use brown waterfalls, but how do I make them animated? I tried loading them in my WAD but the waterfall doesn't "scroll down" and be animated (like SFALL1-4, BFALL1-4, and WFALL1-4). I put blue waterfalls in my WAD, and since any texture named WFALL1 through WFALL4 was animated, the blue waterfalls were animated. So those 4 spaces are already taken.

But how would I make them animated? Alien Vendetta has brown waterfalls named MFALL1-4. I tried naming mine those names and it didnd't work. And the other thing is that Alien Vendetta is compatible with any source port, so how did it make the brown waterfalls animated while still being compatible with anything?

Any help is greatly appreciated. Thanks so much.

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Look at the BIWALL* and GSTFONT* textures in AV. They slapped a bunch of patches they wanted animated into one texture, then chose the right alignment on each wall for the texture depending on what was needed there.

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Where would I look at them in? XWE? I don't see anything special about them or how they made them animated. All I'm asking for is how to make these brown waterfalls animated without losing any compatibility issues.

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peach freak said:
Where would I look at them in? XWE?

Yes.

I don't see anything special about them or how they made them animated.

Those two are animated textures. Doom's animated textures and flats are hardcoded. To add more what the AV authors did is a workaround or "hack":

If you look at the two textures I mentioned in AV, you'll see they are a series of different patches. The AV level authors used these textures, then aligned them so that only the desired patch would show. You have to use textures that are animated, and modify them, adding patches to the side, and then aligning them each time you use them.

You could for example, use the WFALL texture (which is one of the animated ones) for both types of waterfall; assigning it the WFALL patch, and beside it, the MFALL patch. Whenever you want a clean waterfall you'd align the texture on the wall so that only the WFALL shows, and whenever you want a muddy waterfall you'd align it so that only the MFALL shows, in each case splitting the wall into sections the width of the patch (assuming you used each patch only once for the texture) of less, so only that patch will show.

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How would I "assign the patch"? This is pretty confusing. Mind if you can give me a step by step explanation, such as where to go and what I'll need?

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Once you've placed the 4 WFALL and 4 MFALL patches in the wad, and have added them to PNAMES (easy to do by right-clicking each patch and using "Add to Patch Names"), go to TEXTURE1, and with the Textures menu, create (add) 4 new textures called WFALL1 to WFALL4, giving them a width of 128 and a height of 128. Go to the first texture, add the WFALL1 patch to it, and then the MFALL1 patch to it. Give MFALL1 an xPos alignment of 64. You'll see that your texture will be made up of both patches, juxtaposed, WFALL1 first, then MFALL1. Do that for the 4 textures, using their corresponding patches, and you'll have the complete animated set. When you're done use the "Save" function on the Textures menu.

Later, when you place the WFALL1 texture on a wall, you'll have to align it (left or right) so that the portion with the desired graphic shows (either blue or brown), and possibly split the wall with vertexes into 64 unit sections if it's a wide wall.

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There are 13 animated textures which you can replace, is that really not enough? They are:

BLODGR1-BLODGR4
BLODRIP1-BLODRIP4
DBRAIN1-DBRAIN4

FIREBLU1-FIREBLU2
FIRELAV3-FIRELAVA
FIREMAG1-FIREMAG3
FIREWALA-FIREWALL

GSTFONT1-GSTFONT3
ROCKRED1-ROCKRED3
SLADRIP1-SLADRIP3

BFALL1-BFALL4
SFALL1-SFALL4
WFALL1-WFALL4
As for Alien Vendetta, I think that has a DeHackEd patch, and maybe the patch simply renames one of the above animations to use MFALL names.

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