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Mega Man 8-bit Deathmatch
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Issue with ANIMDEFS
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Topic: Issue with ANIMDEFS (Read 2260 times)
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January 18, 2011, 06:56:59 PM
Read 2260 times
Messatsu
MM8BDM Extender
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Date Registered: November 10, 2010, 04:06:39 PM
Issue with ANIMDEFS
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on:
January 18, 2011, 06:56:59 PM »
*Moved this from help section to here. Deleted original post.
Alright, so, YES, I've looked at the wiki on this. I've also looked at CMM's work and am confused on why the animated textures do not appear in DB2 or in game. What I'm trying to do is take the animated texture ELECZZ and rotate the texture 90 so that the animation is now vertical. I've edited the texture lump to create new rotated textures listed below:
(click to show/hide)
texture ELECTR5, 13, 64
{
XScale 0.5
YScale 0.5
Patch ELEC17, 0, 0
{
rotate 90
}
WorldPanning
}
texture ELECTR6, 13, 64
{
XScale 0.5
YScale 0.5
Patch ELEC18, 0, 0
{
rotate 90
}
WorldPanning
}
The textures show up in DB2 and are rotated in game. I then created an ANIMDEF lump and put in the following:
(click to show/hide)
texture ELECZX
pic ELECTR5 tics 2
pic ELECTR6 tics 2
I then load the level in DB2 and attempt to assign ELECZX in either a linedef or via ACS and both result in a blank texture in game and ACS spits an error that it cannot find said texture. I figure I gotta be missing something small but stupid. I have PP_START then the textures and PP_END in the wad as well. Any help would be appreciated. Thanks!
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January 18, 2011, 11:33:27 PM
Reply #1
SickSadWorld
MM8BDM MM8 Contributor
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Date Registered: December 03, 2010, 07:35:28 AM
Re: Issue with ANIMDEFS
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Reply #1 on:
January 18, 2011, 11:33:27 PM »
looks like it should work, lol
i wonder though, about this here
Code:
[Select]
Patch ELEC17, 0, 0
{
rotate 90
}
what does this actually mean? rotate by 90 degrees? are we sure that's 360 degrees or is it actually byte angle degrees??
i think you're better off just exporting whatever PNG graphical assets that is using, flip it in paint or the gimp or whatever and import it to your wad to use that way...
Logged
January 18, 2011, 11:38:23 PM
Reply #2
Messatsu
MM8BDM Extender
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Date Registered: November 10, 2010, 04:06:39 PM
Re: Issue with ANIMDEFS
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Reply #2 on:
January 18, 2011, 11:38:23 PM »
The wiki lists the only viable options as (+/-) 90, 180, 270 so I'm assuming they are not byte degrees like ACS. While I did think the rotation might screw it up, I actually tried using 3 and 4 (the non rotated textures) as an experiment and it still didn't work.
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January 19, 2011, 01:04:28 AM
Reply #3
CutmanMike
Administrator
Is it hot in here or is it just zscript?
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Date Registered: December 17, 2008, 12:24:34 PM
Re: Issue with ANIMDEFS
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Reply #3 on:
January 19, 2011, 01:04:28 AM »
May I see the wad in question?
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January 19, 2011, 02:07:27 AM
Reply #4
Messatsu
MM8BDM Extender
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Date Registered: November 10, 2010, 04:06:39 PM
Re: Issue with ANIMDEFS
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Reply #4 on:
January 19, 2011, 02:07:27 AM »
Ya know, was just about to send it and had one of those eureka moments. When I was loading up Skulltag to double check and confirm everything was in it's broken state I noticed the loader said 'ANIMDEF texture not found ELECZX'. This led me to go "ok, wait a sec, so it's READING the file but.....oh damnit all". So yea, I didn't know you had to define the texture you wish to animate in the textures lump. I assumed the animdef lump created the texture from the other textures. I didn't actually see this in the elec man wad though so I'm still perplexed about that but whatever. Thank you for your help offer Mike! That actually led me down this path.
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January 19, 2011, 10:22:16 AM
Reply #5
CutmanMike
Administrator
Is it hot in here or is it just zscript?
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Date Registered: December 17, 2008, 12:24:34 PM
Re: Issue with ANIMDEFS
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Reply #5 on:
January 19, 2011, 10:22:16 AM »
Ah yes. In some (early) maps I couldn't be bothered to make a texture so I just slapped it into Doom Builder 2 with all the errors present and just booted the game.
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Cutstuff Forum
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Mega Man 8-bit Deathmatch
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Help & Editing
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Issue with ANIMDEFS