kentuckyfoki.blogg.se

Warp dexture
Warp dexture









warp dexture

The menu selectors are also defined in ANIMDEFS: One exception is SPFLY0 whose behavior is more complicated (since it can be suspended) and is therefore still hardcoded. The following graphics are defined in the default ANIMDEFS lump: Interface graphicsĭespite the "texture" or "flat" name, this function can be used for non-texture graphics, notably Powerup icons. The texture animation is randomized instead of being sequential. When the animation reaches the end, it will animate towards the first frame instead of looping. With this command you can specifically enable decals for the current texture. Normally decals are disallowed on animated textures.

WARP DEXTURE MODS

Note: although this does not affect compatibility with mods using Oscillate with RANGE, as of GZDoom 1.9.0, the flag is not part of the command's syntax. If the Oscillate flag is added, when the animation reaches the end, it will animate towards the first frame instead of looping. Unlike PIC, though, an animation defined like this will animate all frames, much like an animation defined in the ANIMATED lump. You can use ' tics' and ' rand' as with PIC. Note that if you specify a number n, the animation will have n+1 frames. This is either specified as a texture name or an offset from the base texture. or defines the last picture in the animation. This is because texture animations are controlled by the renderer timer instead of the play timer, which allows them finer accuracy.ĭefines an animation range. Unlike most other places in the engine where you can specify tics for duration, the value may be fractional (e.g.

warp dexture

Only the base picture of the animation will animate if an animation is defined like this. min and max define the minimum and maximum values of the frame's duration. To specify a constant duration, add ' tics ' to the definition.

warp dexture

The duration for each frame can either be specified as a constant value or as a range in which the duration is randomly selected. If the frame texture is specified by name, order in the WAD or TEXTUREx lump is irrelevant. If the frame texture is specified by index it is not necessary to order the indices in any way and you also can use the same index multiple times in the sequence. The texture used for it can either be specified as an index (with the base texture being index 1 and each subsequent index the following texture in the list) or as a name. Both flat and texture support the same commands:ĭefines one animation frame. If the " optional" keyword is used, no warnings are issued if the needed lumps are not found. The only difference is the search order in the case of duplicate names, see namespace for more information. This is something of a moot point though, since 'flat' and 'texture' are interchangeable in versions of ZDoom from 2.0.48 and up. TEXTURE defines a wall texture animation, FLAT a flat animation. The followings commands can be used in an ANIMDEFS lump: Multiple ANIMDEFS lumps are cumulative: all such lumps will be parsed in the order in which they are loaded. The index method is only maintained for backwards compatibility with Hexen and older ZDoom WADs. Use real texture names whenever possible as this is more robust and doesn't depend on lump ordering in a WAD. An ANIMDEFS lump, when loaded, will apply to all maps played in any given gameplay session, and therefore will apply to all levels within a given WAD.Īlthough all ANIMDEFS commands allow you to specify textures by lump offset from the base texture it is not recommended to do this. Strife-style animated doors, camera textures and animated particles can also be created with this lump.ĪNIMDEFS, like ANIMATED, should be provided in a WAD only once, unlike compiled scripts contained in BEHAVIOR lumps, which are level-specific. Textures are not necessarily actual textures, but can also be used for HUD graphics. Switches can be animated like textures, and can even be set to play sounds (which must be defined in SNDINFO) at any given point during the animation. ANIMDEFS provides additional flexibility, allowing one to not only animate textures with any amount of images at any rate of animation, and not only to make standard Doom-style on/off switch textures, but to combine the two. ANIMDEFS is ZDoom's Hexen-derived answer to BOOM's ANIMATED and SWITCHES lumps.











Warp dexture