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Animated Textures


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Not if you're making your wad for the original .exe.

However, if you're making it for a port such as Boom, Eternity or ZDoom then you can, via the ANIMATED lump. You can also make non-replacing switches and animated flats.

Take a look through the Boom editing docs for more info.

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Well, you can place your new animated textures "beside" the existing animated textures (i.e. change the horizontal size of the existing textures and place your patches there; Final Doom did that IIRC), but it might break the looks of existing maps, but it will work fine in your own maps.

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If you are mapping for Doom 1 you can use all the Doom 2 animations if you don't want to sacrifice one.

There is at least one totally unused animation (WFALL1-WFALL4) that you can use in Doom 2. There are also a few ones from Doom 1 that are unused in Doom 2 so you can use those too.

There is also one unused flat animation (SWATER1-SWATER4) that can be used freely.

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If your using Zdoom to make the animated texture just make a new text file and call it ANIMDEFS. Then use a format kinda like this

texture "texture name"

pic 1 tics (number of tics)
pic 2 tics (number of tics)
pic 3 tics (number of tics)
pic 4 tics (number of tics)
I recently just finished making two new animated texture. Sure they're not stylish, but hey I'm not a bitmap artist. Anyways just continue to use that format to make new animated textures in ZDOOM.

EDIT: Do you know how to add textures? Because if you don't that could be a problem. Here's a method.

After making a new texture use Deepsea to put it in its own wad file.
Open Deepsea's Graphic Editor and convert the texture into a new wad.
After that use it's Texture name editor and make a new PNAME and TEXTURE NAME for it. Save that into another new wad and then your done adding it. Making sure you put all 3 wads (Map, Texture, ANIMDEFS) into 1 wad and there you have it.

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If you're using DooM 2, there's also BLODGR1-4 and SLADRIP1-3 as well as WFALL1-4 that you can use without replacing any existing animations.

Just insert your patches, making sure they're named correctly and create the textures with the same names, too.

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  • 20 years later...
On 7/20/2003 at 11:35 AM, Graf Zahl said:

If you are mapping for Doom 1 you can use all the Doom 2 animations if you don't want to sacrifice one.

There is at least one totally unused animation (WFALL1-WFALL4) that you can use in Doom 2. There are also a few ones from Doom 1 that are unused in Doom 2 so you can use those too.

There is also one unused flat animation (SWATER1-SWATER4) that can be used freely.

 

On 7/20/2003 at 6:16 PM, The Ultimate DooMer said:

If you're using DooM 2, there's also BLODGR1-4 and SLADRIP1-3 as well as WFALL1-4 that you can use without replacing any existing animations.

Just insert your patches, making sure they're named correctly and create the textures with the same names, too.

 

You guys are my HEROS!!! This helps me with a problem I been having

 

Are there others?

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I'm happy for you having found the answer to your problem, but was there really a need to bump a twenty year old post?

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40 minutes ago, Jayextee said:

I'm happy for you having found the answer to your problem, but was there really a need to bump a twenty year old post?

I wanted to express my gratitude for finding this answer and asked if there were others ... 

 

Also I found this on Google search - sincerely didn't realize it was 20nyesr old thread 

 

Sorry😔

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I've started my job, been promoted three times, gotten married, bought a house, and had a baby daughter all since that second post :)

Edited by NiGHTMARE

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Hi, so I made a video just about this topic on my YouTUbe weeks back..

It is about how to add custome animated textures, how to animae (code) those, including SWITCHES

Its several minutes long as this process is that easy..

 

 

 

Edited by chikokevo

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