texture MAGTEST, 32, 32 // The NEW texture name is MAGTEST. It is going to be 32 units heigh and 32 units wide.
{
XScale 0.5 // Used to tell Doom to scale the textures up, do not change!
YScale 0.5 // Same as above
Patch MAGNET9, 0, 0 // Put the image MAGNET9 at 0,0, which is the top left corner of the texture.
WorldPanning // Something to do with offsets, I can't remember but KEEP IT
}
texture MAGWIRES, 32, 512 // This texture will be 32 wide and 512 high. Don't forget, must be power of 2!
{
XScale 0.5
YScale 0.5
Patch MAGNET5, 0, 0 // The patch to appear at the top
Patch MAGNET6, 0, 32 // 32 pixels down the second patch is used.
Patch MAGNET6, 0, 64 // Same as above
Patch MAGNET6, 0, 96
Patch MAGNET6, 0, 128
Patch MAGNET6, 0, 160
Patch MAGNET6, 0, 192
Patch MAGNET6, 0, 224
Patch MAGNET6, 0, 256
Patch MAGNET6, 0, 288
Patch MAGNET6, 0, 320
Patch MAGNET6, 0, 352
Patch MAGNET6, 0, 384
Patch MAGNET6, 0, 416
Patch MAGNET6, 0, 448
Patch MAGNET7, 0, 480 // The patch to be used at the bottom
WorldPanning
}
How would I import a static decoration?Either a DECORATE object or just use midtextures.
Like, a bush or flowers or another thing that sits on one place for atmosphere.
texture BLOCK_1, 32, 32 // The NEW texture name is MAGTEST. It is going to be 32 units heigh and 32 units wide.
{
XScale 0.5 // Used to tell Doom to scale the textures up, do not change!
YScale 0.5 // Same as above
Patch MAGNET9, 0, 0 // Put the image MAGNET9 at 0,0, which is the top left corner of the texture.
WorldPanning // Something to do with offsets, I can't remember but KEEP IT
}
texture BLOCK_2, 32, 32 // The NEW texture name is MAGTEST. It is going to be 32 units heigh and 32 units wide.
{
XScale 0.5 // Used to tell Doom to scale the textures up, do not change!
YScale 0.5 // Same as above
Patch BLOCK_2, 0, 0 // Put the image MAGNET9 at 0,0, which is the top left corner of the texture.
WorldPanning // Something to do with offsets, I can't remember but KEEP IT
}
texture BLOCK_3, 32, 32 // The NEW texture name is MAGTEST. It is going to be 32 units heigh and 32 units wide.
{
XScale 0.5 // Used to tell Doom to scale the textures up, do not change!
YScale 0.5 // Same as above
Patch BLOCK_3, 0, 0 // Put the image MAGNET9 at 0,0, which is the top left corner of the texture.
WorldPanning // Something to do with offsets, I can't remember but KEEP IT
}
texture QUESTION, 32, 32 // The NEW texture name is MAGTEST. It is going to be 32 units heigh and 32 units wide.
{
XScale 0.5 // Used to tell Doom to scale the textures up, do not change!
YScale 0.5 // Same as above
Patch QUESTION, 0, 0 // Put the image MAGNET9 at 0,0, which is the top left corner of the texture.
WorldPanning // Something to do with offsets, I can't remember but KEEP IT
}
texture Bush, 32, 32 // The NEW texture name is MAGTEST. It is going to be 32 units heigh and 32 units wide.
{
XScale 0.5 // Used to tell Doom to scale the textures up, do not change!
YScale 0.5 // Same as above
Patch Bush, 0, 0 // Put the image MAGNET9 at 0,0, which is the top left corner of the texture.
WorldPanning // Something to do with offsets, I can't remember but KEEP IT
}
Are those spaces I see in the lump names? Bad idea!Is that it?
actor Blaze 24005
{
+CLIENTSIDEONLY
scale 2.5
translation "192:192=162:162", "198:198=175:175"
States
{
Spawn:
BLAE A -1
stop
}
}
actor SoshiBreaker (unique Doom# here)
{
+CLIENTSIDEONLY
scale 2.5
States
{
Spawn:
SOSH A 42
SOSH B 6
stop
}
}
actor SoshiBreaker (unique Doom# here) <-------
{
+CLIENTSIDEONLY
scale 2.5
States
{
Spawn:
SOSH A 42
SOSH B 6
stop
}
}
Make sure the image is to the power of 2. Textures in Doom MUST obey this rule or they will get scewed in certain situations (especially for software users). Textures will usually be be 16, 32, 64, 128, 256, 512 or 1024 pixels high/wide, meaning they can be rectangular.Is there any way I can make this tile fit that rule? I can't seem to arrange it into a looping power of 2 texture size.
XScale 0.5 // Used to tell Doom to scale the textures up, do not change!And then I changed it to 0.0 because the textures I have are big enough. And everything crashes. Isn't there a way to keep them in the size they are? Do I really need to double it!?
YScale 0.5 // Same as above
How do i make animated tiles, like a conveyer belt (for solar man's stage, i want to contribute to v6)?Hope this helps, obviously set it up to fit your map codes, change the tics and test what works best, the highlighted section on the bottom is the texture names for reference of where I'm fetching them from. If you need more help then this I'll go into better detail.