ContrastSaturation Posted December 7, 2022 I'm trying to replace FIREBLU with this texture to create an animated Christmas light effect, which displays fine in the editor. However, when I playtest, this happens: I don't understand why. I'm applying the actual FIREBLU texture to the lindef. If i just paste my texture on, it displays as it should, but of course isn't animated. Any ideas? 0 Quote Share this post Link to post
ViolentBeetle Posted December 7, 2022 Well, I guess the question is how did you replace it. Did you make a new TEXTURE1? Did you overwrite the patches? We can't know that. 0 Quote Share this post Link to post
ContrastSaturation Posted December 7, 2022 (edited) 20 minutes ago, ViolentBeetle said: Well, I guess the question is how did you replace it. Did you make a new TEXTURE1? Did you overwrite the patches? We can't know that. I saved the texture to the TEXTURE1 file, but it also has the same name "W65B_1' and 'W65B_2', hence why I thought it should replace it, as well as being saved as two non-animated textures. And the textures are located between the TX_START and TX_END lumps Edited December 7, 2022 by ContrastSaturation 0 Quote Share this post Link to post
ViolentBeetle Posted December 7, 2022 Are you mapping for gzDoom? If so, I'm not sure what's the right way to handle that - probably best just make a new texture and animation definition. In any case W65B_1 aren't textures by themselves, they are patched. In vanilla textures are defined in TEXTURE1, composed out of one or more patches. Patches need to be put between P_START and P_END markers and added to PNAMES table (There can be only one of those, so make sure to import that from base wad) 1 Quote Share this post Link to post
ContrastSaturation Posted December 7, 2022 5 minutes ago, ViolentBeetle said: Are you mapping for gzDoom? If so, I'm not sure what's the right way to handle that - probably best just make a new texture and animation definition. In any case W65B_1 aren't textures by themselves, they are patched. In vanilla textures are defined in TEXTURE1, composed out of one or more patches. Patches need to be put between P_START and P_END markers and added to PNAMES table (There can be only one of those, so make sure to import that from base wad) TYSM, all I had to do was move the textures from between the TX lumps to between the P lumps 0 Quote Share this post Link to post
ViolentBeetle Posted December 7, 2022 1 minute ago, ContrastSaturation said: TYSM, all I had to do was move the textures from between the TX lumps to between the P lumps As long as you don't need to change their size, it will work. 1 Quote Share this post Link to post
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