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Editing Textures
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Simple animated textures with up to 10 frames can be used in Quake. Their name must begin with the character "+" and a number between 0-9. Quake will display a sequence beginning at "+0", "+1", etc, up to the highest number, and then loop back to "+0". | Simple animated textures with up to 10 frames can be used in Quake. Their name must begin with the character "+" and a number between 0-9. Quake will display a sequence beginning at "+0", "+1", etc, up to the highest number, and then loop back to "+0". | ||
− | Animated textures may also switch to an alternate sequence if applied to some brush entities, such as [[func_wall]], | + | Animated textures may also switch to an alternate sequence if applied to some brush entities, such as [[func_wall]], [[func_door]], and [[func_button]]. When one of these entities is textured with an animated texture and is triggered, it will switch to an alternate sequence if it exists. These must be named the same as the original animated textures, except use "+a", "+b", up to "+j". You are not limited by the number of frames in the original animation, but you must begin at "+a". |
An example of this is the button texture used in the base maps of Quake. "+0basebtn" and "+1basebtn" blink a red texture, and when the func_button is used, it swaps to "+abasebtn". | An example of this is the button texture used in the base maps of Quake. "+0basebtn" and "+1basebtn" blink a red texture, and when the func_button is used, it swaps to "+abasebtn". |