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Doom Editing Digest Vol. 01 Nr. 570

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Doom editing
 · 24 Apr 2024

From:      owner-doom-editing-digest 
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #570
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk


doom-editing-digest Thursday, 8 February 1996 Volume 01 : Number 570

Archviles and other such stuff
More gettable projectiles crap
Re: TNT sales
Re: DISproof of gettable projectile
Re: TNT sales
Re: TNT sales
Texture/picture libs?
Re: DISproof of gettable projectile
Teleport Tags For HEXEN in HCK??????
Re: TNT sales
RE: TNT sales
WEEKLY REMINDER : Beginner's Questions
Re: TNT sales
Animated textures ...
re: Texture/picture libs?
Re: DISproof of gettable projectile
Re: TNT sales
Quick Doom Question...
Re: Animated textures ...
Re: Animated textures ...

----------------------------------------------------------------------

From: LummoxJR@AOL.COM
Date: Tue, 6 Feb 1996 23:44:44 -0500
Subject: Archviles and other such stuff

Well, thanks, Greg, for clearing up some mystery there. That's what I'd
thought before, but I wasn't entirely sure; anyway, what Mike said made a lot
of sense at the time.
And as to your success running the gettable projectiles patch, I'm baffled!
But then, who knows? I'm starting to wonder if maybe my copy of the game is
indeed corrupted- which would be really bad news.

To answer the previous question about the "dead body" objects being
respawnable- no. They're not considered "dead" by the game, unless you make
them get killed somehow, as Mike does by making them wake up and become
regular monsters.

Lummox JR
inept reanimator

------------------------------

From: LummoxJR@AOL.COM
Date: Tue, 6 Feb 1996 23:44:56 -0500
Subject: More gettable projectiles crap

Okay, let's alter the standards of the vote:

1. I'm not interested in hearing from people who run Doom II, if it's
working. I'm not running Doom II, and it's possible that the bug only exists
in Doom I.
2. Can anyone think of a reason why this patch would work in Doom 1.666 and
1.9 for anyone else but me? I do NOT have a corrupted copy; otherwise the
patch file from 1.666 to 1.9 would not have worked. Therefore, I stipulate
that the patch is still unstable (at least for some people) and thus is not
foolproof. However, I may at some point try it in Doom II to make sure.

Just thought I'd clarify, so I don't get any more useless mailings from
people running Doom II.

Lummox JR
there must be a reason

------------------------------

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Wed, 7 Feb 1996 00:03:21 -0500 (EST)
Subject: Re: TNT sales

> Another question: I'm assuming the TNT wad is "The Doom Master Levels",
> in the black/white box. Is this so?
Good question. I assumed TNT was going to be released on it's own, but
I never realized it may have just been thrown in with a lot of other
levels in yet another mega-collection! Is this so? Is TNT, the most
publicized add-on for Doom just another pwad in this collection?

------------------------------

From: ej71966@goodnet.com (Wesley Fredrick)
Date: Wed, 7 Feb 1996 01:34:24 -0700
Subject: Re: DISproof of gettable projectile

>end of this file AGAIN. People on this list: please try it out. Write ME
>if it doesn't work, write Lee if it does. Don't post to the list about this,
>though. Alternately, if you have Insane or AD3 and they work, tell Lee.
>It makes the imp stationary. When you shoot him, he throws a ammo clip a
>short distance and you can pick them up. That's all, very simple. If it

My theory is that there is a limit on the amount of things that can be
present in the level at one time, and when we make all these imps throw so
many ammo boxes, it overloads it. I tested this by running your patch on
MAP01. I got exactly 200 bullets, and no other extra things in the level,
and I carefully shot a single imp making sure to let it throw one ammo box
for each hit. When I had 66 bullets left, the game locked up and showed
weird graphics distortions. I tried it again, and it locked up on 66 as
expected. Is this significant?


------------------------------

From: jschuur@flash.globalnews.com
Date: Wed, 7 Feb 1996 11:49:48 +0000 (GMT)
Subject: Re: TNT sales

On Wed, 7 Feb 1996, Michael Gummelt wrote:

> > Another question: I'm assuming the TNT wad is "The Doom Master Levels",
> > in the black/white box. Is this so?
> Good question. I assumed TNT was going to be released on it's own, but
> I never realized it may have just been thrown in with a lot of other
> levels in yet another mega-collection! Is this so? Is TNT, the most
> publicized add-on for Doom just another pwad in this collection?

tnt:evolution hasn't been released yet at all.

</j>

------------------------------

From: Ty Halderman <thldrmn@neosoft.com>
Date: Wed, 7 Feb 1996 06:57:04 -0600 (CST)
Subject: Re: TNT sales

At 12:03 AM 2/7/96 -0500, Michael Gummelt wrote:
* subquote from Matt Tagliaferri
>> Another question: I'm assuming the TNT wad is "The Doom Master Levels",
>> in the black/white box. Is this so?
>Good question. I assumed TNT was going to be released on it's own, but
>I never realized it may have just been thrown in with a lot of other
>levels in yet another mega-collection! Is this so? Is TNT, the most
>publicized add-on for Doom just another pwad in this collection?

No, the DOOM Master Levels were a set of levels specifically contracted for
by id, not related to TNT:Evilution. Evilution has not yet been released,
and you'll see it in a separate box on the shelf.

Id likely will bundle other wads with it as filler, as they did with the
Master Levels (a couple thousand "homegrown" levels were included on that
CD), just because you can't sell 32 levels for $25.00 in stores (thanks to
D!Zone, etc). But Evilution will be the thing on the box label.

No release date yet from id, but it's getting closer...


=-Ty Halderman (thldrmn@neosoft.com) -=
=- Keeper of things TNT-II -=
=- http://www.neosoft.com/~teamtnt -=



------------------------------

From: Bernd Kreimeier <Bernd.Kreimeier@NeRo.Uni-Bonn.DE>
Date: Wed, 7 Feb 1996 14:59:37 +0100 (MET)
Subject: Texture/picture libs?

If memory serves, there have been attempts to collect
3rd party texture definitions and pictures (as well
as floor tiles) in WAD's or other distributions. I'd
appreciate pointers and URL's. This is not exactly
an advanced editing topic, but related: think of it
in terms of a "reference library" or annotated repository.
Imagine it HTML'ified.

One of the major flaws of the WAD format is that there's
no ID/resource name/checksum data in each lump, which
makes it difficult to verify directory name vs. lump
content. Think of "hacked" textures still using the
original's name. Some author/comment info within the
lump (like PNG has) would even be better.



B.

------------------------------

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Wed, 7 Feb 1996 09:05:38 -0500 (EST)
Subject: Re: DISproof of gettable projectile

Wesley,

This is interesting. On my computer, things just slow down some, the
game never crashes. I have a P120 with 16MB ram. Maybe this is what
is causing Lee's crashes, a lower-end processor/RAM? In any case,
I've gone through all 200 bullets and then some, no crash. A nice way
to fix this is make the ammo clip disappear after a duration of 30 or
50 so you have to pick it up right away.

Lee: This could be it!!!

Mike

> >end of this file AGAIN. People on this list: please try it out. Write ME
> >if it doesn't work, write Lee if it does. Don't post to the list about this,
> >though. Alternately, if you have Insane or AD3 and they work, tell Lee.
> >It makes the imp stationary. When you shoot him, he throws a ammo clip a
> >short distance and you can pick them up. That's all, very simple. If it
>
> My theory is that there is a limit on the amount of things that can be
> present in the level at one time, and when we make all these imps throw so
> many ammo boxes, it overloads it. I tested this by running your patch on
> MAP01. I got exactly 200 bullets, and no other extra things in the level,
> and I carefully shot a single imp making sure to let it throw one ammo box
> for each hit. When I had 66 bullets left, the game locked up and showed
> weird graphics distortions. I tried it again, and it locked up on 66 as
> expected. Is this significant?
>
>

------------------------------

From: JeffPatch@gnn.com (Jeff Patch)
Date: Wed, 07 Feb 1996 07:06:36
Subject: Teleport Tags For HEXEN in HCK??????

I can't seem to tag a sector in HCK (dck for hexen)
It isn't like DCK. I have the lines set to teleporters and the
teleport exit in the desired sector. Now how do i tag it????

Thanks
JeffPatch@GNN.com or

Jeff-is-Awesome@msn.com
Debi McCracken


------------------------------

From: "Brian K. Martin" <brian@phyast.pitt.edu>
Date: Wed, 7 Feb 1996 10:06:06 -0500 (EST)
Subject: Re: TNT sales

>
>
> On Wed, 7 Feb 1996, Michael Gummelt wrote:
>
> > > Another question: I'm assuming the TNT wad is "The Doom Master Levels",
> > > in the black/white box. Is this so?
> > Good question. I assumed TNT was going to be released on it's own, but
> > I never realized it may have just been thrown in with a lot of other
> > levels in yet another mega-collection! Is this so? Is TNT, the most
> > publicized add-on for Doom just another pwad in this collection?
>
> tnt:evolution hasn't been released yet at all.
>

Oh, My fault, I thought it was the black and white box also since I thought
I saw id's name on the box.

brian


------------------------------

From: Joel Huenink <jh32322@ltec.net>
Date: Wed, 7 Feb 1996 10:28:06 -0600
Subject: RE: TNT sales

- ------ =_NextPart_000_01BAF547.07981340
Content-Type: text/plain; charset="us-ascii"
Content-Transfer-Encoding: 7bit

- ----------
From: Michael Gummelt[SMTP:gummelt@pegasus.montclair.edu]
Sent: Tuesday, February 06, 1996 6:03 PM
To: doom-editing@nvg.unit.no
Cc: doom-editing@nvg.unit.no
Subject: Re: TNT sales

> Another question: I'm assuming the TNT wad is "The Doom Master Levels",
> in the black/white box. Is this so?
Good question. I assumed TNT was going to be released on it's own, but
I never realized it may have just been thrown in with a lot of other
levels in yet another mega-collection! Is this so? Is TNT, the most
publicized add-on for Doom just another pwad in this collection?

From what I read about it, TNT's levels are the main feature, but there are also 3000 other things on the cd (levels, patches ect).

Joel Huenink



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------------------------------

From: John Wakelin <johnw@datametrics.com>
Date: Wed, 7 Feb 1996 12:32:17 -0500
Subject: WEEKLY REMINDER : Beginner's Questions

===================================================================
This message is being posted at the request of the list's caretakers.

In this you will find: the purpose of this list, how to get answers
to less than 'expert' questions, how to get info about the list, and
what can get you kicked off the list. If you are new to this list,
please take a moment to read the short note that follows. It will
help to get you up to speed and, may save you some grief in the future.

====================================================================

FROM: the list caretaker; *** A REMINDER ***

The DOOM-editing list is not a list aimed at newcomers to
DOOM-editing. Its purpose is to provide discussions on *advanced*
DOOM editing techniques, as well as discussions on the variations of
the DOOM engine. Many of its members are not tolerant of repeated
"beginners" questions. Sorry--that's just the way they are ;) There
is much that beginners can learn from the list, however, and we would
like the list to be of use to as many subscribers as possible.

In the past, there has been much moaning about new subscribers asking what
old-hands feel to be "typical newbie questions", usually posted in
ignorance of the fact that the topic has been discussed to death
previously. This leaves newcomers in a quandary: to post or not to post?

Well, help is at hand. The "Beginners Questions Service" can act as a
buffer between you and the higher echelons of the DOOM-editing elite,
conceited lot that they are. It works like this: if you have a question but
don't know whether it's advanced or not, and would like to avoid any
potential embarrassment from asking the question in front of the whole
list, you are encouraged to mail it in the first instance to:

John Wakelin : johnw@datametrics.com

Your question will either be answered or, if deemed appropriate for the
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**NOTE: If your questions are prefixed with the code WQ: in the subject
field (e.g. Subject: WQ: Sprites), they will be processed quicker because
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====================================================================

Remember also, that if you want any general info about this list,
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Subject:
Body: info doom-editing

====================================================================

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This list looks very unfavorably upon chain-letters (No matter what
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So far, admin has specifically stated that the religious battles as
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CONSIDER THIS YOUR WARNING.

=====================================================================

This reminder will be posted here weekly, with the subject title:

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=====================================================================


-= John Wakelin =-
-= .sig copyright violator =-
-= TeamTNT - Member =-

------------------------------

From: Mackey McCandlish <fsm3m@virginia.edu>
Date: Wed, 7 Feb 1996 13:09:04 -0500
Subject: Re: TNT sales

>>
>> tnt:evolution hasn't been released yet at all.
>>
>
>Oh, My fault, I thought it was the black and white box also since I thought
>I saw id's name on the box.
>
The black and white Master Levels IS from id, it just isn't TNT.
-*Avatar*-

------------------------------

From: kmcgrath@natick-amed02.army.mil
Date: Wed, 7 Feb 96 13:49:29 -0500
Subject: Animated textures ...

Can you increase the number of individual .BMP files that are used to
animate a texture (lava, slime, water, eye in symbol)? Going from 4 to say,
12 (like in Descent) would result in a much smoother animation. Can you
expand beyond the [a-b-c-d-] format?

Kevin McGrath
kmcgrath@natick-emh2.army.mil

------------------------------

From: kmcgrath@natick-amed02.army.mil
Date: Wed, 7 Feb 96 13:39:18 -0500
Subject: re: Texture/picture libs?

>If memory serves, there have been attempts to collect
>3rd party texture definitions and pictures (as well
>as floor tiles) in WAD's or other distributions. I'd
>appreciate pointers and URL's. This is not exactly
>an advanced editing topic, but related: think of it
>in terms of a "reference library" or annotated repository.
>Imagine it HTML'ified.

Exactly. You can, for example, extract the graphics (floors, animated
objects, etc.) from Descent using Dtx, and save them as .BMP files. These
can then be put into Doom I/II as replacements for whatever you want.
While the legality of this will doubtless be an issue, it is no different
than taking Heretic graphics and using them in Doom. The plus side is that
they can bring a new dimension to PWAD design.

Kevin McGrath
kmcgrath@natick-emh2.army.mil

------------------------------

From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Date: Wed, 7 Feb 1996 14:21:49 -0500 (EST)
Subject: Re: DISproof of gettable projectile

Wesley,
My mistake, it DOES crash on mine too, but only if you deliberately make 200
(ammo clips and monsters and other things on the level). So just make
the ammo clips last only 30 or 50 in the duration column. No prob. I guess
this wasn't the problem, Lee.

Mike

On Wed, 7 Feb 1996, Wesley Fredrick wrote:

> >end of this file AGAIN. People on this list: please try it out. Write ME
> >if it doesn't work, write Lee if it does. Don't post to the list about this,
> >though. Alternately, if you have Insane or AD3 and they work, tell Lee.
> >It makes the imp stationary. When you shoot him, he throws a ammo clip a
> >short distance and you can pick them up. That's all, very simple. If it
>
> My theory is that there is a limit on the amount of things that can be
> present in the level at one time, and when we make all these imps throw so
> many ammo boxes, it overloads it. I tested this by running your patch on
> MAP01. I got exactly 200 bullets, and no other extra things in the level,
> and I carefully shot a single imp making sure to let it throw one ammo box
> for each hit. When I had 66 bullets left, the game locked up and showed
> weird graphics distortions. I tried it again, and it locked up on 66 as
> expected. Is this significant?
>
>

------------------------------

From: jh32322@ltec.net (Joel Huenink)
Date: Wed, 7 Feb 1996 15:03:37 -0600
Subject: Re: TNT sales

Here is what I had to say earlier- I read the box and it says (to the best
of my knowlege) it is a set of levels from authors around the world
supposedly as good if not more wicked than ID's levels and it also includes
over 3,000 levels and other doom related stuff I imagine they got from the
internet.

Sorry about Microsoft Exchange,
Joel Huenink


------------------------------

From: arnottsd@latcs1.cs.latrobe.edu.au
Date: Thu, 8 Feb 1996 09:22:59 +1100 (AEDT)
Subject: Quick Doom Question...

Sorry if off topic, but does Doom or Hexen use the Math co-pro
at all with even low magnitude floating point. Also wheres
the best forum on the net to speak about the algos used in
Apogees/3d Realms new beasty engine used in Duke3D??

.... __ooOOoo__ ....
Shane Arnott E-Mail: sda@tpg.tpg.oz.au WWW: http://compsoc.lat.oz.au/~shane
The Preston Group - World Leaders in Simulation and Scheduling Software
488 Victoria Street Ph: +61 3 9428 8899
Richmond Melbourne Australia 3121 Fax: +61 3 9427 1969

------------------------------

From: jelson@conline.com (Jim Elson)
Date: Tue, 07 Feb 1995 16:04:44 -0600
Subject: Re: Animated textures ...

At 01:49 PM 2/7/96 -0500, doom-editing@nvg.unit.no wrote:
>Can you increase the number of individual .BMP files that are used to
>animate a texture (lava, slime, water, eye in symbol)? Going from 4 to say,
> 12 (like in Descent) would result in a much smoother animation. Can you
>expand beyond the [a-b-c-d-] format?

Yes, it's quite simple.

For example, the FireMag series is firemag1, firemag2, firemag3.


Let's say you want an 8 frame series: the thing that is important is
that you use all 3 of the id names and between the next to last and the
last id name, you insert the other new ones. You could do it this way:

firemag1
firemag2
firmag03
firmag04
firmag05
firmag06
firmag07
firemag3


It's hard-coded in the exe that firemag1 is the 1st animated texture in
the series and that firemag3 is the last. So you replace them with the
1st and last in the new series and insert the other new ones inbetween
them.

Same procedure on flats.

RE: animated sprites, I've never tried changing the number of frames on
them, so I have no idea if a similar technique will work or not.

- --H2HMud
============================================================================
H2HMud NorthAmerican DeathMatch Tourney
Promo/Marketing Coordinator for "The New Technology: Evilution"
- ----------------------------------------------------------------------------
jelson@conline.com; WEB page ==> http://www.conline.com/~jelson/index.html


------------------------------

From: "Brian K. Martin" <brian@phyast.pitt.edu>
Date: Wed, 7 Feb 1996 19:36:56 -0500 (EST)
Subject: Re: Animated textures ...

>
> Can you increase the number of individual .BMP files that are used to
> animate a texture (lava, slime, water, eye in symbol)? Going from 4 to say,
> 12 (like in Descent) would result in a much smoother animation. Can you
> expand beyond the [a-b-c-d-] format?
>

Of course you can. Look at the movie in trinity.wad. You just have to
keep the first and last texture names the same, then stick in all the
others between them.


------------------------------

End of doom-editing-digest V1 #570
**********************************

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