disentomb Posted February 17, 2011 I know this is probably a simple thing to do, but ive never actually done it myself so im lost... im trying to use black water in a small map im making. I wanted it to change frames as the original doom2 water does. I have all four of the black water textures.any help is greatly appreciated 0 Share this post Link to post
4mer Posted February 17, 2011 Make a wad that has the following entries:FF_START FWATER1 FWATER2 FWATER3 FWATER4 F_END FF_START and F_END are markers and FWATERx are saved as flats. 0 Share this post Link to post
disentomb Posted February 18, 2011 I am led to another concern now.. if possible, how would I go about doing this without replacing the original blue water? 0 Share this post Link to post
Vorpal Posted February 18, 2011 Replace the lava flats instead? Otherwise you'll have to move on to a source port like prboom or zdoom etc., though I'm unsure of the specifics of making totally new animated flats in them. Thread hijack: How does gothictx.wad animate the WFALLX textures? I thought the animated texture designations were hard coded into the engine and the only way to animate textures was to replace existing ones like BFALLX/DBRAIN and such... 0 Share this post Link to post
disentomb Posted February 18, 2011 Vorpal said:How does gothictx.wad animate the WFALLX textures? I thought the animated texture designations were hard coded into the engine and the only way to animate textures was to replace existing ones like BFALLX/DBRAIN and such... they know what they're doing. thats how lol, also, thanks for your help as well 0 Share this post Link to post
EarthQuake Posted February 18, 2011 Vorpal said:How does gothictx.wad animate the WFALLX textures? I thought the animated texture designations were hard coded into the engine and the only way to animate textures was to replace existing ones like BFALLX/DBRAIN and such... The animation is hardcoded just like all the rest. The only difference is that there are no WFALL textures in the IWAD. Put them in a PWAD with the correct naming convention, and they work. 0 Share this post Link to post
Kappes Buur Posted February 18, 2011 disentomb said:... I have all four of the black water textures.any help is greatly appreciated For some reason I seem to remember that you use ZDoom or GZDoom. Then you could do this 0 Share this post Link to post
EarthQuake Posted February 18, 2011 Boom also has the ANIMATED lump. You need the "swantbls" utility to compile them though, but it's pretty easy to do. Personally, I never find myself using all the original animation groups in a single wad, so I just sacrifice the brown slime or glowing rocks or something to keep things simple. And please don't use ZDoom just to use ANIMDEFS. 0 Share this post Link to post
Kappes Buur Posted February 18, 2011 EarthQuake said:And please don't use ZDoom just to use ANIMDEFS. uhh, how partisan. O_O Personally, I use only ZDoom or GZDoom. That doesn't mean that I don't check out other engines from time to time, it's just that I don't map for them. 0 Share this post Link to post
printz Posted February 18, 2011 EarthQuake said:The animation is hardcoded just like all the rest. The only difference is that there are no WFALL textures in the IWAD. Put them in a PWAD with the correct naming convention, and they work. Also, you can use SWATER1...4 for flats as well, which is also absent from the IWAD. 0 Share this post Link to post
disentomb Posted February 18, 2011 Kappes Buur said:For some reason I seem to remember that you use ZDoom or GZDoom. Then you could do this haha you probably read my messages in the "multiple floors" thread. anyway, thank you sir, I appreciate the help. thanks to everyone else who posted on here as well, you're all awesome. 0 Share this post Link to post