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Creaphis

New Switch and Animated textures in Vanilla

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How do you add new switches or new animated textures to a Vanilla wad? Do you have to replace the textures that are already there?

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I seem to remember there being a way to make new switches and animated textures in vanilla using the TEXTUREx lump. AV does it this way, if that helps any.

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Creaphis said:

How do you add new switches or new animated textures to a Vanilla wad? Do you have to replace the textures that are already there?


You cannot define new animation cycles in vanilla Doom, but there are several texture animation cycles that are only present in Doom.wad and not in Doom2.wad (and vice versa). This means you could add new animated textures provided you use the name of an animated texture name Doom recognizes not present in the IWAD you're editing for.

Another workaround is presented in the TNT:Evilution iwad, where the animated textures use several different patches (e.g. 4 different 64x128 patches per texture).

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Interesting, thanks. I'll open up those wads and have a look around. I assumed that the animated textures in Doom2 must be hard-coded in the executable to some extent, and Uncle 80 confirms that.

I probably won't add new textures switches and animations, but I'm still curious about this sort of thing.

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This is the full list of switch textures. Nothing else will animate as a switch in Vanilla:

{"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", 1},

// Doom registered episodes 2&3 switches
{"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", 2},

// Doom II switches
{"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", 3},


This is the list of animated textures. The left hand column controls whether it is a wall or floor texture (false = floor texture, true = wall texture).

{false, "NUKAGE3", "NUKAGE1", 8},
{false, "FWATER4", "FWATER1", 8},
{false, "SWATER4", "SWATER1", 8},
{false, "LAVA4", "LAVA1", 8},
{false, "BLOOD3", "BLOOD1", 8},

// DOOM II flat animations.
{false, "RROCK08", "RROCK05", 8},
{false, "SLIME04", "SLIME01", 8},
{false, "SLIME08", "SLIME05", 8},
{false, "SLIME12", "SLIME09", 8},

{true, "BLODGR4", "BLODGR1", 8},
{true, "SLADRIP3", "SLADRIP1", 8},

{true, "BLODRIP4", "BLODRIP1", 8},
{true, "FIREWALL", "FIREWALA", 8},
{true, "GSTFONT3", "GSTFONT1", 8},
{true, "FIRELAVA", "FIRELAV3", 8},
{true, "FIREMAG3", "FIREMAG1", 8},
{true, "FIREBLU2", "FIREBLU1", 8},
{true, "ROCKRED3", "ROCKRED1", 8},

{true, "BFALL4", "BFALL1", 8},
{true, "SFALL4", "SFALL1", 8},
{true, "WFALL4", "WFALL1", 8},
{true, "DBRAIN4", "DBRAIN1", 8},


Notice that "SWATER1" is not defined in any of the Doom IWADs (I think?), so you have a free bonus there.

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To clarify ...

Ultimate Doom has these switches - Same name as the Doom2 ones - different textures

{"SW1STARG", "SW2STARG", 1},
{"SW1STON2", "SW2STON2", 1},
{"SW1STONE", "SW2STONE", 1},
{"SW1BRN1", "SW2BRN1", 1},

and these animated textures are for Ultimate Doom ...

{true, "BLODGR4", "BLODGR1", 8},
{true, "SLADRIP3", "SLADRIP1", 8},

and this one ...

{true, "WFALL4", "WFALL1", 8},

is a Plutonia texture.

... So how does one get swater1-4 flat to work ? ...

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