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doom builder switch textures


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(This is my first time posting a question on here, so please forgive me if I'm in the wrong section)  I couldn't find anything explaining how to make the texture change from off to on when activating switches in Doom Builder.
All of the videos I've seen online of them programming the switches make it appear that when you test the map, it automatically switches the texture, but that didn't happen for me.

 

Here are my switch settings, which I use in GZdoom: doom 2 (doom format)image.png.5abffa3b1b1963f00a7943448bc69eb9.png

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One of the easiest ways is to edit the existing switches. Load cod1-11 this WAD to see how it is done. SW1GRAY1 and SW2GRAY are expanded to 256 x 128 big textures, so each one contains four switches to choose from, and they are chosen by adjusting X texture offset.

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46 minutes ago, riffslayer68 said:

when you test the map, it automatically switches the texture, but that didn't happen for me

This is true. It's supposed to, because that's when the switch is used. Make sure you have a sector tagged 1 too. If it's not working, it's hard to say without having the WAD to examine.

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Original doom has hardcoded set of pairs of textures. Simply naming them SW1 and SW2 won't add them to this set. As mentioned, those aiming for vanilla/limit-removing experience will edit existing textures to have multiple switches in the same texture.

Boom introduced SWITCHES lump that allows creation of a custom set of switches. SLADE3 has a native tool to edit those. I'm not sure if there's a native way to create a new lump with all the switch defintions, but it definitely can be copied from the wad bundled with your advanced source port.

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That is also true. I forgot about that. If you want a new switch texture, you have to do some work. If it's an existing texture, you just apply it.

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Update: Seems at least newer version of SLADE would allow to create basic SWITCHES lump containing DOOM2 stuff, through lump creation interface.

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