Texture animation definitions begin with the line:
texture <name><name> is the name of the first texture in the animation. Whenever you use this texture on a wall, it will play the animation you define here. After you tell ZDoom you are defining a texture, you define frames for the animation with either of these two lines:
pic <n> tics <time>or
pic <n> rand <min> <max><n> Is the texture to use for the frame, with the texture named above being number 1. Subsequent textures are defined in the order that they appear in a TEXTURES lump. If tics is used, <time> is the number of tics before the animation progresses to the next frame. If rand is used, the frame is displayed for a random amount of time between <min> and <max> tics before continuing to the next frame.
Flat animations are similar except they begin with the line:
flat <name>Using an ANIMDEFS lump, it is also possible to apply a warping effect to a texture. This is similar to the effect seen on liquid textures in the Quake engine games. At present, it is only possible to warp flats. The appropriate line to use is:
warp flat <name>