Magnum Express Posted January 13, 2013 A custom animated texture that I made appears black in game, but it appears just fine in DB2's 3D viewing mode. I followed the guides on the ZDoom wiki, and I am not sure what the problem is. What can I do to fix this? 0 Share this post Link to post
Egregor Posted January 13, 2013 I seem to remember having this problem before. Before anyone can help you, you'll need to be more specific. -What editor are you using to implement these changes? I would recommend Slade 3. -What port are you using to test the game? -What dimensions and visual format are the textures in? -Where you using ANIMATED (Boom Animated), or ANIMDEFS? -Did you remember to 'add to patch table' and 'add to TEXTUREx'? 0 Share this post Link to post
Magnum Express Posted January 13, 2013 Okay, here are the specifics: - I am using Slade 3 - The port is GZDoom - The image is in PNG format with 256 x 128 for dimensions - I am using ANIMDEFS - I did add the textures to a patch table 0 Share this post Link to post
Egregor Posted January 14, 2013 Okay, now we can see what your doing! I've really only figured out stuff from guess and check, and asking here, so I am really only guessing here but the problem could be that you are trying to use a PNG with ANIMDEFS. -Try converting the graphics that are going to be used with ANIMDEFS from 'PNGs (Existing/Global)' to 'Doom Gfx (Doom)' using Slade3. -If that doesn't work post your ANIMDEFS script contents so we can see if there are any errors in it. -There also might be a problem with its 256 dimension. I think the largest animated dimension I've seen is 128x128. 0 Share this post Link to post
Gez Posted January 14, 2013 Please upload the file somewhere so we can take a look at it. Guesswork isn't going to help. Egregor said:the problem could be that you are trying to use a PNG with ANIMDEFS No. This cannot be a problem in GZDoom. Egregor said:There also might be a problem with its 256 dimension. I think the largest animated dimension I've seen is 128x128. The dimensions are also not a problem. 0 Share this post Link to post
Avoozl Posted January 14, 2013 Gez is correct here, png files and 256 res textures work as animated textures in GZDoom quite fine. 0 Share this post Link to post
Shadow Hog Posted January 14, 2013 Can you safely add a PNG-format patch to a TEXTURE1/PATCHES lump pair? Admittedly, I've never tried. 0 Share this post Link to post
Gez Posted January 14, 2013 Of course you can. It makes no difference. ZDoom's texture manager doesn't care what format a picture is, as long as it is in one of the supported image formats. 0 Share this post Link to post