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Can I get rid of these nasty slime trails? (and problems with animations)


poisonhead

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I made this quasi-unugly-looking thingie in my huge idea map, didn't pay much attention to it (can't remember if I even tried it in-game) but now that I pasted it to my smaller WIP map I get these slime trails (or sumtin like it) from every angle. I've tried moving and rotating and even slightly altering the structure but in-game there's always nasty trails from every direction. I tried different nodebuilders (all the ones included in UDB) and some have less than others but there's always at least one or two of them. Here's a screenie where there's the most.

 

Can anything be done to fix this or will I have to bin this construct and try something else? Are there any guides that would help to avoid or fix this kind of issues? What would you do in my shoes?

 

I also have another question, regarding firelava animation which consists of these textures: W73A_1, W73A_2 & W73B_1. For some reason I can only see W73A_1 and W73B_1 in-game? It completely skips W73A_2. My wad order is the same as in doom2.wad. I noticed similar problems with a few other anims. I also tried to add extra frames but with most animations it doesn't work and I noticed that even these few non-extra frames don't show. What's up with that?

 

I'm mapping in Boom mode for Doom 2. Big thanks for any help!

 

Screenshot_Doom_20221113_191505.png

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You might want to try running the map through a different node builder than the one you're using.

 

As for animated textures, they need to be a sequence, and properly defined in the ANIMATED lump in your WAD. For example, W73A_1, W73A_2 & W73A_3. The game can't recognize your textures as part of the same sequence.

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18 hours ago, Stabbey said:

You might want to try running the map through a different node builder than the one you're using.

 

As for animated textures, they need to be a sequence, and properly defined in the ANIMATED lump in your WAD. For example, W73A_1, W73A_2 & W73A_3. The game can't recognize your textures as part of the same sequence.

 

Did you even read my post? I tried all the default nodebuilders in UDB, are there more I should try?

 

I've never needed or done ANIMATED lump to replace default Doom II animations. I'd understand if I was making completely new ones. Most work even with extra frames but for some reason firelava that uses W73A_1, W73A_2 & W73B_1 only alternate between W73A_1 and W73B_1 even though W73A_2 is between them in the wad. Why is this?

 

edit: NEW QUESTION. Why does rocket launcher fire invisible projectiles that don't hit anything? Also is it possible to make bullet holes appear in walls that aren't sector walls?

Edited by poisonhead

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3 hours ago, poisonhead said:

 

Did you even read my post? I tried all the default nodebuilders in UDB, are there more I should try?

 

I've never needed or done ANIMATED lump to replace default Doom II animations. I'd understand if I was making completely new ones. Most work even with extra frames but for some reason firelava that uses W73A_1, W73A_2 & W73B_1 only alternate between W73A_1 and W73B_1 even though W73A_2 is between them in the wad. Why is this?

 

edit: NEW QUESTION. Why does rocket launcher fire invisible projectiles that don't hit anything? Also is it possible to make bullet holes appear in walls that aren't sector walls?

 

1) Did you use ZDBSP Compressed node? I use that one for all large maps, including boom format.

2) Animated Lump is a boom specific lump, that allows for custom animated textures with custom names. Open your wad in slade, click new entry and select ANIMATED. This creates the neccessery lump automatically. 

 

Original animated textures are hardcoded into the game, with a few exceptions. It's why Boom uses Animated and Switches lump. Those 2 lumps allow for switches and Animated textures to be used, including original ones.

 

3) Original doom games, and as a result, formats that replicate original games, do not have particle or decal effects. All animations use sprites. So if something is missing from sprite, it will be missing in the game.

 

4) Probably no. For reasons, see above.

 

You can make particle effects and decals(bullet holes) appear in GZDoom, as it supports that feature by default, but that would require different format.

 

5) Rude people don't get help in this community. Calm the fuck down.

 

You did NOT specify any nodebuilders you tested. So the previous guy had every right to suggest looking there first. Don't be a dick, you will get ganged upon.

Edited by IcarusOfDaggers

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