ANIMS

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Animations

Stored in the anims.ddf file or in the DDFANIM data lump.

Anims.ddf allows you to change floor and ceiling animations, wall animation sequences, or even graphic animations. Each entry consists of a unique name, enclosed in square brackets, plus a series of commands that specify the first and last frames of the animation, as well as how frequently it changes.

Names should be descriptive, but are used in the map editor when adding animations to your maps, so should be no longer than 8 characters (without spaces).

You can add your own graphics, but they need to be defined in DDFIMAGE before they can be used properly.

COMMANDS

The commands used for animation entries are as follows:

COMMAND TYPE EXPLANATION
TYPE [special]

Either 'FLAT' for a floor texture animation, or 'TEXTURE' for a wall texture animation.

FIRST [string]

The first texture in the animation -- Refer to name of entry in wadfile.

LAST [string]

The last texture in the animation -- Refer to name of entry in wadfile.

SPEED [time]

The time to display each frame in tics(T). Where 8T is normal Doom speed and 4T is double normal speed.

SEQUENCE [string]

Use it to specify the full animation sequence. Names cannot be used twice.
For example: SEQUENCE = TEX1, TEX2, TEX3, TEX5, TEX8;

NOTES

The full animation sequence consists of all the flats / textures in the WAD file between the first and last entry.

You should make sure that you don't muddle up your entries in the wad:

Correct Order:

  • MYANIMA
  • MYANIMB
  • MYANIMC

Incorrect Order:

  • MYANIMB
  • MYANIMA
  • MYANIMC

If you don't do your flats/ textures properly, EDGE might give you an error message.


You can also use quotes around names with an underscore in it:

	[MY_ANIM]
        TYPE  = FLAT;
	FIRST = "MY_AN_1";
	LAST  = "MY_AN_2";
	SPEED = 8T;

If you leave out the quotes, DDF converts an underscore to a space, so the name MY_AN_1 would be read as "MY AN 1". The other obvious solution is to never use an underscore in texture names you plan on animating.

Examples

//Flat Animation Entry
[NUKAGE1]
TYPE = FLAT;
FIRST= "NUKAGE1";
LAST = "NUKAGE3";
SPEED=8t;
//Texture Animation Entry
[BLODGR1]
TYPE = TEXTURE;
FIRST= "BLODGR1";
LAST = "BLODGR4";
SPEED=8t;
Doom Definition Files
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