Difference between revisions of "ANIMS"
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'''Stored in the anims.ddf file or in the DDFANIM data lump.''' | '''Stored in the anims.ddf file or in the DDFANIM data lump.''' | ||
− | Anims.ddf allows you to change floor and ceiling | + | 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). | 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). | ||
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The commands used for animation entries are as follows: | The commands used for animation entries are as follows: | ||
− | {| | + | {| border="1" cellspacing="0" cellpadding="2" bgcolor="#C8F4FF" |
! <B>COMMAND</B> | ! <B>COMMAND</B> | ||
! <B>TYPE</B> | ! <B>TYPE</B> | ||
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Use it to specify the full animation sequence. Names cannot be used twice. <br>For example: SEQUENCE = TEX1, TEX2, TEX3, TEX5, TEX8; | Use it to specify the full animation sequence. Names cannot be used twice. <br>For example: SEQUENCE = TEX1, TEX2, TEX3, TEX5, TEX8; | ||
|} | |} | ||
− | |||
=NOTES= | =NOTES= | ||
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*MYANIMC | *MYANIMC | ||
− | If you don't do your flats/ textures properly, | + | 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:<BR> | You can also use quotes around names with an underscore in it:<BR> | ||
− | < | + | <pre> [MY_ANIM] |
TYPE = FLAT; | TYPE = FLAT; | ||
FIRST = "MY_AN_1"; | FIRST = "MY_AN_1"; | ||
LAST = "MY_AN_2"; | LAST = "MY_AN_2"; | ||
− | SPEED = 8T;</ | + | SPEED = 8T;</pre> |
If you leave out the quotes, DDF converts an underscore to a space, so the | If you leave out the quotes, DDF converts an underscore to a space, so the | ||
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=Examples= | =Examples= | ||
− | {| width="95%" border="1" frame="box" cellpadding="2" | + | {| width="95%" border="1" frame="box" cellpadding="2" bgcolor="#FFE4B5" |
| <font size="2"> //Flat Animation Entry <br />[NUKAGE1] <br />TYPE = FLAT; <br />FIRST= "NUKAGE1"; <br />LAST = "NUKAGE3"; <br />SPEED=8t; </font> | | <font size="2"> //Flat Animation Entry <br />[NUKAGE1] <br />TYPE = FLAT; <br />FIRST= "NUKAGE1"; <br />LAST = "NUKAGE3"; <br />SPEED=8t; </font> | ||
|} | |} | ||
− | {| width="95%" border="1" frame="box" cellpadding="2" | + | {| width="95%" border="1" frame="box" cellpadding="2" bgcolor="#FFE4B5" |
| <font size="2"> //Texture Animation Entry <br />[BLODGR1] <br />TYPE = TEXTURE; <br />FIRST= "BLODGR1"; <br />LAST = "BLODGR4"; <br />SPEED=8t; </font> | | <font size="2"> //Texture Animation Entry <br />[BLODGR1] <br />TYPE = TEXTURE; <br />FIRST= "BLODGR1"; <br />LAST = "BLODGR4"; <br />SPEED=8t; </font> | ||
|} | |} | ||
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− | |||
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{{DDF}} | {{DDF}} |
Latest revision as of 22:52, 25 November 2019
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).
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. |
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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Current DDF Types | ![]() |
Abandoned DDF TYPES (DOSDoom & EDGE) |