TimeOfDeath Posted January 7, 2014 Is there an easy way to combine multiple switches / animated lumps together? 0 Quote Share this post Link to post
Gez Posted January 7, 2014 Depends what's easy for you. Simplest method IMO would be to open one in a hex editor, delete the last (closing, and, for ANIMATED, possibly incomplete) entry, and paste the next lump. Repeat process until they're all there. See wiki articles for details. 0 Quote Share this post Link to post
TimeOfDeath Posted January 7, 2014 Thanks, that sounds easy, but I can't figure out how to copy/paste with XVI32. 0 Quote Share this post Link to post
exl Posted January 7, 2014 Requesting the text files used to create the individual lumps, merging those and compiling them using swantbls would seem to be the easiest option. If the 16 bit swantbls executable from the Boom utilities doesn't run, try using this 32 bit Windows console version. 0 Quote Share this post Link to post
Gez Posted January 7, 2014 I use HXD personally. Its copy/paste feature is extremely great. I have put a "convert to ANIMDEFS" feature for SWITCHES/ANIMATED in SLADE 3, I suppose I could do the same with "convert to SWANTBLS" and then compile SWANTBLS lumps into SWITCHES and ANIMATED. It wouldn't be hard. 0 Quote Share this post Link to post
Ribbiks Posted January 7, 2014 ye, structure of those lumps makes it really easy to combine em. If you're interested ToD I can toss ya some scripts I hacked together for wad compilation (works for boom-compat stuff). Basically put all wads containing maps and resources into a folder, input a list of what order you want maps in, hit a button and out comes a standalone wad. 0 Quote Share this post Link to post
TimeOfDeath Posted January 8, 2014 Gez, thanks I got HxD except some of the original doom2.wad switches don't animate now (also happens when I load q1tex.wad as a pwad on its own in prplus). Do all of the default iwad switches have to be added to the switches lump too? Ribbiks, thanks but I should be ok for now (only zdoom stuff left). The scripts sound cool though, do I need that python thing for them? exl, thanks for that link. So, basically all I need is a text file that looks like below, with a .DAT extension, and then run the exe?[SWITCHES] 3 SW1BLAH SW2BLAH [FLATS] 8 FBLAH4 FBLAH1 [TEXTURES] 8 BLAH4 BLAH1 0 Quote Share this post Link to post
exl Posted January 8, 2014 You can name the file whatever you want, yes. It's the tool the Doom Wiki talks about : http://doomwiki.org/wiki/ANIMATED 0 Quote Share this post Link to post
TimeOfDeath Posted January 8, 2014 Yeah, I got it working and understand now. I think all the problems I've had before with ANIMATED were because I accidentally wrote the first texture 1st and the last texture 2nd in the dat file (supposed to be reversed), or the textures weren't in the correct order in the texture1 lump. Also, in all of those wiki examples it puts three periods at the end, but swantbls gives an error if you write it that way. Only thing stopping me from getting slade3 is that it's 12 megs and those runtime files are 12 megs. 0 Quote Share this post Link to post
Memfis Posted January 8, 2014 I think the three periods mean "etc/and so on". :) 0 Quote Share this post Link to post
TimeOfDeath Posted January 8, 2014 I know that now... :) Got confused because they were in the code box and if you open a switches/animated lump in a hex editor it shows a bunch of periods in it. 0 Quote Share this post Link to post
GreyGhost Posted January 8, 2014 TimeOfDeath said:Do all of the default iwad switches have to be added to the switches lump too? AFAIK, the SWITCHES/ANIMATED lumps replace the vanilla animation lists, so I'd add all the default switches. Only thing stopping me from getting slade3 is that it's 12 megs and those runtime files are 12 megs. You're starting to sound like me - ten years ago, on dial-up, with a 300 meg monthly limit. That 24 megs is well worth downloading and you only have to grab the runtime once. 0 Quote Share this post Link to post
TimeOfDeath Posted January 8, 2014 I'm sure it's a cool program, just haven't got around to switching from xwe yet (I've got a severe case of if-it-aint-broke-dont-fix-it). I have high-speed wireless internet, but only 500 meg monthly limit. Oh, I see those runtimes require at least XP sp3, so I guess it won't run on my comp anyway. You're right, I went through doom2.wad and added all the animations/switches. If anyone else wants it: [SWITCHES] 3 SW1BLUE SW2BLUE 3 SW1BRCOM SW2BRCOM 3 SW1BRIK SW2BRIK 3 SW1BRN1 SW2BRN1 3 SW1BRN2 SW2BRN2 3 SW1BRNGN SW2BRNGN 3 SW1BROWN SW2BROWN 3 SW1CMT SW2CMT 3 SW1COMM SW2COMM 3 SW1COMP SW2COMP 3 SW1DIRT SW2DIRT 3 SW1EXIT SW2EXIT 3 SW1GARG SW2GARG 3 SW1GRAY SW2GRAY 3 SW1GRAY1 SW2GRAY1 3 SW1GSTON SW2GSTON 3 SW1HOT SW2HOT 3 SW1LION SW2LION 3 SW1MARB SW2MARB 3 SW1MET2 SW2MET2 3 SW1METAL SW2METAL 3 SW1MOD1 SW2MOD1 3 SW1PANEL SW2PANEL 3 SW1PIPE SW2PIPE 3 SW1ROCK SW2ROCK 3 SW1SATYR SW2SATYR 3 SW1SKIN SW2SKIN 3 SW1SKULL SW2SKULL 3 SW1SLAD SW2SLAD 3 SW1STARG SW2STARG 3 SW1STON1 SW2STON1 3 SW1STON2 SW2STON2 3 SW1STON6 SW2STON6 3 SW1STONE SW2STONE 3 SW1STRTN SW2STRTN 3 SW1TEK SW2TEK 3 SW1VINE SW2VINE 3 SW1WDMET SW2WDMET 3 SW1WOOD SW2WOOD 3 SW1ZIM SW2ZIM [FLATS] 8 NUKAGE3 NUKAGE1 8 FWATER4 FWATER1 8 LAVA4 LAVA1 8 BLOOD3 BLOOD1 8 RROCK08 RROCK05 8 SLIME04 SLIME01 8 SLIME08 SLIME05 8 SLIME12 SLIME09 [TEXTURES] 8 BFALL4 BFALL1 8 BLODRIP4 BLODRIP1 8 DBRAIN4 DBRAIN1 8 FIREBLU2 FIREBLU1 8 FIRELAVA FIRELAV3 8 FIREMAG3 FIREMAG1 8 FIREWALL FIREWALA 8 GSTFONT3 GSTFONT1 8 ROCKRED3 ROCKRED1 8 SFALL4 SFALL1 8 WFALL4 WFALL1 0 Quote Share this post Link to post
Ribbiks Posted January 8, 2014 just for the record what you posted is nearly identical to DEFSWANI.DAT (listed below), a file that's distributed with the boom edit utilities and yah yah my hacky stuff is python. also slade is amazing and will change your life. # # This file is input for SWANTBLS.EXE, it specifies the switchnames # and animated textures and flats usable with BOOM. The output of # SWANTBLS is two lumps, SWITCHES.LMP and ANIMATED.LMP that should # be inserted in the PWAD as lumps. # #switches usable with each IWAD, 1=SW, 2=registered DOOM, 3=DOOM2 [SWITCHES] #epi texture1 texture2 1 SW1BRCOM SW2BRCOM 1 SW1BRN1 SW2BRN1 1 SW1BRN2 SW2BRN2 1 SW1BRNGN SW2BRNGN 1 SW1BROWN SW2BROWN 1 SW1COMM SW2COMM 1 SW1COMP SW2COMP 1 SW1DIRT SW2DIRT 1 SW1EXIT SW2EXIT 1 SW1GRAY SW2GRAY 1 SW1GRAY1 SW2GRAY1 1 SW1METAL SW2METAL 1 SW1PIPE SW2PIPE 1 SW1SLAD SW2SLAD 1 SW1STARG SW2STARG 1 SW1STON1 SW2STON1 1 SW1STON2 SW2STON2 1 SW1STONE SW2STONE 1 SW1STRTN SW2STRTN 2 SW1BLUE SW2BLUE 2 SW1CMT SW2CMT 2 SW1GARG SW2GARG 2 SW1GSTON SW2GSTON 2 SW1HOT SW2HOT 2 SW1LION SW2LION 2 SW1SATYR SW2SATYR 2 SW1SKIN SW2SKIN 2 SW1VINE SW2VINE 2 SW1WOOD SW2WOOD 3 SW1PANEL SW2PANEL 3 SW1ROCK SW2ROCK 3 SW1MET2 SW2MET2 3 SW1WDMET SW2WDMET 3 SW1BRIK SW2BRIK 3 SW1MOD1 SW2MOD1 3 SW1ZIM SW2ZIM 3 SW1STON6 SW2STON6 3 SW1TEK SW2TEK 3 SW1MARB SW2MARB 3 SW1SKULL SW2SKULL #animated flats, spd is number of frames between changes [FLATS] #spd last first 8 NUKAGE3 NUKAGE1 8 FWATER4 FWATER1 8 SWATER4 SWATER1 8 LAVA4 LAVA1 8 BLOOD3 BLOOD1 8 RROCK08 RROCK05 8 SLIME04 SLIME01 8 SLIME08 SLIME05 8 SLIME12 SLIME09 #animated textures, spd is number of frames between changes [TEXTURES] #spd last first 8 BLODGR4 BLODGR1 8 SLADRIP3 SLADRIP1 8 BLODRIP4 BLODRIP1 8 FIREWALL FIREWALA 8 GSTFONT3 GSTFONT1 8 FIRELAVA FIRELAV3 8 FIREMAG3 FIREMAG1 8 FIREBLU2 FIREBLU1 8 ROCKRED3 ROCKRED1 8 BFALL4 BFALL1 8 SFALL4 SFALL1 8 WFALL4 WFALL1 8 DBRAIN4 DBRAIN1 sometimes I wish this forum had collapsable spoiler tags :p 0 Quote Share this post Link to post
TimeOfDeath Posted January 8, 2014 haha, so I did that for nothing :) 0 Quote Share this post Link to post
Gez Posted January 8, 2014 TimeOfDeath said:Only thing stopping me from getting slade3 is that it's 12 megs and those runtime files are 12 megs. The devbuild download is less than 6 megs (you don't need the PDB) and they're compiled with VC++ Express 2005 so they don't require fancy runtimes like the official builds do. (They only need the VC 2005 runtimes, which you probably already have, and which should run on XP SP3 without problem since Windows Vista is two years younger than VC++ 2005. 0 Quote Share this post Link to post
Gez Posted January 25, 2014 Gez said:I have put a "convert to ANIMDEFS" feature for SWITCHES/ANIMATED in SLADE 3, I suppose I could do the same with "convert to SWANTBLS" and then compile SWANTBLS lumps into SWITCHES and ANIMATED. It wouldn't be hard. I just wanted to say that this is now in. Devbuild b3-150 and later can convert a bunch of SWITCHES and ANIMATED lumps into a SWANTBLS lump, and it can also convert a bunch of SWANTBLS lumps into a single SWITCHES+ANIMATED pair. So you don't need to use swantbls.exe anymore. 0 Quote Share this post Link to post
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