Editing User:Altazimuth/EDF animation and switches
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Eternity supports defining animations and switches through [[EDF]]. It also supports Hexen [[ANIMDEFS]] lumps with some ZDoom extensions, allowing cross-port mods to run on it. This article describes the EDF version. New Eternity features will be added in EDF in the future, while the ANIMDEFS lump support will be updated with the GZDoom-compatible features integrated into Eternity. | Eternity supports defining animations and switches through [[EDF]]. It also supports Hexen [[ANIMDEFS]] lumps with some ZDoom extensions, allowing cross-port mods to run on it. This article describes the EDF version. New Eternity features will be added in EDF in the future, while the ANIMDEFS lump support will be updated with the GZDoom-compatible features integrated into Eternity. | ||
Animations in Eternity are of two types: Doom and Hexen. The Doom animations are similar to the ones from the binary [[ANIMATED]] lump, having a start and end texture in the sequence, whereas the Hexen animations (based on Hexen's ANIMDEFS definition) require you to specify each frame but allow finer control. | Animations in Eternity are of two types: Doom and Hexen. The Doom animations are similar to the ones from the binary [[ANIMATED]] lump, having a start and end texture in the sequence, whereas the Hexen animations (based on Hexen's ANIMDEFS definition) require you to specify each frame but allow finer control. | ||
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Below are presented the two ways these animations can be defined in EDF. | Below are presented the two ways these animations can be defined in EDF. | ||
{{Backto|EDF}} | |||
==Doom animations== | |||
===Syntax=== | |||
animation | animation | ||
{ | { | ||
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flags <flags> | flags <flags> | ||
} | } | ||
===Explanation=== | |||
An Doom '''animation''' must have either '''flat''' or '''wall''' defined (but not both or neither). The choice of the keyword decides whether the animation is designated for floor/ceiling textures ('''flat''') or '''wall''' textures. Unlike vanilla Doom and Boom, Eternity normally allows you to interchange walls and flats, but this distinction is still useful if there are flats with the same name as wall textures. Most notably, the default Doom IWADs have STEP1 and STEP2 defined for both kinds of surfaces. | An Doom '''animation''' must have either '''flat''' or '''wall''' defined (but not both or neither). The choice of the keyword decides whether the animation is designated for floor/ceiling textures ('''flat''') or '''wall''' textures. Unlike vanilla Doom and Boom, Eternity normally allows you to interchange walls and flats, but this distinction is still useful if there are flats with the same name as wall textures. Most notably, the default Doom IWADs have STEP1 and STEP2 defined for both kinds of surfaces. | ||
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'''Flags''' is optional and can only be '''SWIRL'''. When set, this causes the texture to spin like a liquid, using the effect introduced in [[SMMU]]. If you set '''SWIRL''', then '''lastpic''' and '''tics''' become optional, but you can also combine them. This is unlike the ANIMATED lump, which doesn't allow swirling textures to be combined with frame animations. | '''Flags''' is optional and can only be '''SWIRL'''. When set, this causes the texture to spin like a liquid, using the effect introduced in [[SMMU]]. If you set '''SWIRL''', then '''lastpic''' and '''tics''' become optional, but you can also combine them. This is unlike the ANIMATED lump, which doesn't allow swirling textures to be combined with frame animations. | ||
===Examples=== | |||
animation { flat WATER1 lastpic WATER8 tics 4 flags SWIRL } // swirling fast-rippling water | animation { flat WATER1 lastpic WATER8 tics 4 flags SWIRL } // swirling fast-rippling water | ||
animation { wall WATRFAL1 lastpic WATRFAL4 tics 16 } // slow wall waterfall | animation { wall WATRFAL1 lastpic WATRFAL4 tics 16 } // slow wall waterfall | ||
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successfully modifies the ANIMATED nukage animation by giving it the swirling effect. The frame animation is preserved. To remove it, and keep only NUKAGE1 showing up, be sure to add "tics 0" in the definition. | successfully modifies the ANIMATED nukage animation by giving it the swirling effect. The frame animation is preserved. To remove it, and keep only NUKAGE1 showing up, be sure to add "tics 0" in the definition. | ||
==Hexen animations== | |||
===Syntax=== | |||
animation | animation | ||
{ | { | ||
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} | } | ||
===Explanation=== | |||
For Hexen animations, '''flat''' or '''wall''' is still required, having the same role as in Doom animations. The actual animation however is defined by the several '''pic''' entries. Defining '''flat''' or '''wall''' is required because, unlike Doom animations which always define ranges, Hexen animations require the exact '''flat''' or '''wall''' texture to be applied in the map editor for the sector or sidedef to animate. | For Hexen animations, '''flat''' or '''wall''' is still required, having the same role as in Doom animations. The actual animation however is defined by the several '''pic''' entries. Defining '''flat''' or '''wall''' is required because, unlike Doom animations which always define ranges, Hexen animations require the exact '''flat''' or '''wall''' texture to be applied in the map editor for the sector or sidedef to animate. | ||
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'''Flags''' is also supported for Hexen animations and once again it can only be '''SWIRL''' if specified. It can be applied globally to the animation or locally per '''pic'''. | '''Flags''' is also supported for Hexen animations and once again it can only be '''SWIRL''' if specified. It can be applied globally to the animation or locally per '''pic'''. | ||
===Examples=== | |||
animation // Water with random duration frames | animation // Water with random duration frames | ||
{ | { | ||
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pic { name 2 } | pic { name 2 } | ||
} | } | ||
[[category:EDF]] | [[category:EDF]] |