![]() |
![]() |
![]() |
![]() |
|
|||||||
![]() |
|
|
Thread Tools | Display Modes |
February 26th, 2009, 05:12 AM
|
#21 |
|
Commander Keen
Join Date: Apr 2008
Location: Sydney, Australia
Posts: 518
|
Ohhh sorry Nuxius! I mis-read your post as well instead of We Will, my bad.
I should have added a :P with that "HOW COULD YOU" post, because I wasn't being serious at all. Heh, darn internet. Looking forward to your reviews FATAL, and the community's output. Nothing's better than reviews and demos. Keep up the good work Pumpy. |
|
|
February 27th, 2009, 02:38 PM
|
#22 |
|
Keen For Life
Join Date: Jan 2005
Location: Subcurvetania
Posts: 3,372
|
The textures LFALL1-LFALL4 and ACE_LAV1-ACE_LAV4 need to be animated. Dunno how to do that myself...
Also, MAP24 and MAP30 have some unknown garbage textures. Don't know if that will affect compatibility with any ports or not. |
|
|
March 1st, 2009, 03:06 AM
|
#23 |
|
Commander Keen
Join Date: Feb 2009
Posts: 12
|
Animated textures
Hi for the LFALLS and the other texture you wanna animate,You should make an ANIMDEFS lump in XWE,its very easy to understand and its the easiest way to animate textures. For a tutorial just google Doom animdefs .
|
|
|
March 1st, 2009, 03:10 AM
|
#24 |
|
Commander Keen
Join Date: Feb 2009
Posts: 12
|
for the animdefs lump go to ZDOOM wiki.
|
|
|
March 1st, 2009, 04:05 AM
|
#25 |
|
Commander Keen
Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 8,914
|
Considering they were aiming for BooM compatibility I would have recommended the ANIMATED lump from BooM.
|
|
|
March 1st, 2009, 06:56 AM
|
#26 |
|
Commander Keen
Join Date: Oct 2005
Location: Rio de Janeiro - Brazil
Posts: 702
|
ZDoom and GZDoom are fully BooM compatible. I don't think any new lumps from ZDoom will crash other ports like Boom, PrBoom, etc.
|
|
|
March 1st, 2009, 08:20 AM
|
#27 |
|
Keen For Life
Join Date: Jan 2005
Location: Subcurvetania
Posts: 3,372
|
Yes, but if the textures are only animated with ANIMDEFS, then they will not be animated in Boom, or any other non ZDoom-based port for that matter.
I did attempt quite some time ago to get an ANIMATED lump to work, but it didn't take. Perhaps I'll try again today. |
|
|
March 1st, 2009, 08:41 AM
|
#28 |
|
Commander Keen
Join Date: May 2003
Location: HTML Hole
Posts: 5,039
|
I've never animated any textures, so if someone knows how to do that, I would appreciate it.
|
|
|
March 1st, 2009, 11:05 AM
|
#29 |
|
Commander Keen
Join Date: Apr 2001
Location: #legacy
Posts: 901
|
If it's a falling liquid texture, just scroll the texture instead. Personally, I think it looks better like that anyway.
|
|
|
March 1st, 2009, 12:08 PM
|
#30 |
|
Commander Keen
Join Date: Oct 2005
Location: Rio de Janeiro - Brazil
Posts: 702
|
@Ace
Loading the 2 lumps ( ANIMATED and ANINDEF ) should work? |
|
|
March 4th, 2009, 06:22 PM
|
#31 |
|
Commander Keen
Join Date: Mar 2004
Posts: 256
|
I have to say this while the project is nearing completion. It honestly hasn't felt like 3 years or w/e since this started... kind of scary huh?
As for the Animated lumps, Um.. well I think if you look at CC1 and CC2 you might see some custom animated textures, see how they did it? Heck, I thought rocket knew how... where is he right now anyways? Ah well, I am excited and wetting my pants daily in anticipation for this things release, if need be I can take a look and see if I can get the textures to animate. Again, good work by PS, Rocket, Jetflock and other mappers
|
|
|
March 4th, 2009, 09:29 PM
|
#32 | |
|
Keen For Life
Join Date: Apr 2004
Posts: 1,381
|
Quote:
In any case, I have a steady internet connection and I am awaiting the release! Good job kids! Can't wait to try it in co-op! Mmmmm.... |
|
|
|
March 4th, 2009, 09:36 PM
|
#33 |
|
Keen For Life
Join Date: May 2006
Location: Amerikhastan
Posts: 2,756
|
Lol, we should have 1 huge epic coop of this with EVERYONE who helped out on this xD.
|
|
|
March 5th, 2009, 04:39 AM
|
#34 |
|
Keen For Life
Join Date: Feb 2004
Location: Helsinki, Finland
Posts: 7,429
|
I can see it already:
HALT HALT HALT HALT HALT GUTEN TAG GUTEN TAG HALT HALT GUTEN TAG HAHAA HAHAA UHH HALT HAHAA HAHAA UHH UHH UHH GUTEN TAG HALT GUTEN TAG GUTEN TAG HALT HALT HAHAA HAHAA... |
|
|
March 5th, 2009, 03:59 PM
|
#35 |
|
Commander Keen
Join Date: Aug 2002
Location: Lolland
Posts: 868
|
Fixed map31; http://www.dvdflick.net/storage/ndcp2map31.zip
Some things I noticed in a quick look through; map02 (at least when sidedefs were compressed) crashed ZDoom 2.3.0. map03 has a bunch of unconnected lines though this isn't anything serious. Also, don't forget to apply sidedef compression to the WAD once it's done. Saves 12 Mb off the final size. And lastly, I apologize for the sub-par quality of map12. I have no idea what I was thinking at the time! |
|
|
March 5th, 2009, 09:01 PM
|
#36 |
|
Commander Keen
Join Date: Mar 2009
Posts: 3
|
Keep going! I'm sure this project will be legendary!
|
|
|
March 7th, 2009, 01:25 PM
|
#37 |
|
Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
|
Alright, so someone pm me a location we can coop in. ;P
Edit: We need to take the link down and update the site first, until this thing finally gets quality check updated. Plz. Last edited by MR_ROCKET; March 8th, 2009 at 08:44 PM. |
|
|
March 10th, 2009, 12:35 AM
|
#38 |
|
Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
|
Oh yeah, http://legacywiki.net/index.php/ANIMATED
Actaully I think the animated and switches lumps were working or had all the fixen's around res7 so I'll see if I can find those backups. |
|
|
March 10th, 2009, 07:32 AM
|
#39 |
|
Keen For Life
Join Date: Jan 2005
Location: Subcurvetania
Posts: 3,372
|
Aha! Well that's a right pain in the ass, though, you have to create a new DAT file every time more animated textures are added. D:|
I'm not sure I had submitted my second map with the extra animations before RES7, but it's been so long I don't really remember. No harm in checking, though. If not, is there any chance that the last DAT file used to generate the ANIMATED and SWITCH lumps are still around? If so, that'd be the quickest fix. |
|
|
March 10th, 2009, 07:19 PM
|
#40 |
|
Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
|
Well I'v found this version so far from a todo I had backed up for Res6.
Dated 2/12/2007: Code:
# # 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=DOOM2, 3=registered/Ultimate DOOM [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 3 JF_SKSW1 JF_SKSW2 3 JF_RK1 JF_RK2 3 JF_OVER1 JF_OVER2 #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 1 jf_strb7 jf_strb1 #animated textures, spd is number of frames between changes [TEXTURES] #spd last first 4 jf_jim6 jf_jim1 4 jf_beam6 jf_beam1 3 jf_gass4 jf_gass1 8 walk25 walk1 1 jf_jack4 jf_jack1 2 jf_stat3 jf_stat1 6 jf_sina2 jf_sina1 1 jf_cars2 jf_cars1 4 jf_tiki3 jf_tiki1 1 jf_sire7 jf_sire1 2 choir3 choir1 2 bhoir3 bhoir1 6 jf_wild3 jf_wild1 8 jf_baby1 jf_baby3 5 jf_rad4 jf_rad1 4 JF_REV4 JF_REV1 5 JF_SHE3 JF_SHE1 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 So I must have added those to Res7's animated dat resource. I wouldn't know if your lava fall versions were added at some point later. At this point I'm wanting to agree with DooMAD about just making your lava wall scroll down with a line type instead of trying to recreate the dat with a question of what else would be missing in order to put it back how it is currently. you know? scrolling them would most likely look better anyway, as they can scroll as different speeds without hitch. On top of that, I dont know if Jetflock did any more to it after that point either. Your lava falls and my lites could be added sure, but would risk losing other animations and I really dont want to get into that either lol. However, I havent got my CD's out yet, which should have res7 floating about.. Once I find res7 I'll have to view the ANIMATED lump with note pad and look for your lava names: LFALL1-LFALL4 and ACE_LAV1-ACE_LAV4. doubtful but I'll look. Last edited by MR_ROCKET; March 10th, 2009 at 07:44 PM. |
|
|
![]() |
| Bookmarks |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| [Review] Final Fantasy VII: Crisis Core (PSP) | FreeLanZer | Other Games | 13 | April 9th, 2008 02:16 PM |
| Can't enter full screen mode while running Final Doom thru Legacy on Mac laptop | turbo255 | Doom Legacy | 4 | December 14th, 2007 05:13 PM |
| jDoom Resource Pack (jDRP) | DaniJ | Resources | 6 | June 7th, 2007 01:29 PM |
| ESSELMAP (aka Testing Facility) is finally released! :D | sl4 | DOOM Series | 22 | August 22nd, 2006 07:00 PM |
| How many 1.9 betas will be released? | mindless rambler | Doomsday | 8 | April 24th, 2006 08:21 PM |