ANIMDEFS Text Lump
ANIMDEFS is used to define the animated textures for the PC engines of Doom 64. It is defined as a text file, specifically "ANIMDEFS.txt". Each animation frame in the sequence must have a sequential character such as: "ANIMA", "ANIMB", "ANIMC", and ect. However palette animations work differently as described below.
Animation Definitions
An animation definition begins with the keyword "animpic", followed by the animation first frame texture name, and lastly, open and close brackets. Inside the brackets, properties can be entered to define settings for an animation.
- Example: animpic "<texture>" { properties }
Properties
Here are properties which can be assigned to each animation.
- frames = "<number>"
- <number> determines how many texture frames that makes up the animation. It will advance to the next texture following the previous one. This is determined by the order of the texture lumps inside the T_ markers.
- restartdelay = "<number>"
- <number> is how much delay in engine tics (30 tics = 1 second) after an animation is finished until it starts again
- speed = <number>
- <number> is the number of tics (30 tics = 1 second) to spend on each animation frame
- rewind
- This reverses the animation once it reaches the last frame
- cyclepalettes
- This uses the internal palette of the texture for animation by swapping out sets of 16 colors
Examples
animpic "CFACEA" { restartdelay = 90 frames = 3 speed = 3 rewind }
animpic "CTEL" { restartdelay = 0 frames = 8 speed = 3 cyclepalettes }