Doom monster
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Editor Question: Copy & Paste
Pages (2): [1] 2 »  
Author
All times are GMT. The time now is 11:02. Post New Thread    Post A Reply
Lutz
Junior Member


Posts: 222
Registered: 12-00


Another stupid question I could answer with a few hours of playing around: is there an editor that lets you copy and paste between maps? Meaning, if you build separate halves of a level in different .WAD files, is there a way to copy the sectors of onehalf into the other half with no ill effects?

__________________
leader/level designer - the chaos crew

Old Post 12-06-02 17:04 #
Lutz is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Fredrik


Posts: 11685
Registered: 05-00


Deepsea does it.

(Just hit F7.)

Old Post 12-06-02 17:09 #
Fredrik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Lutz
Junior Member


Posts: 222
Registered: 12-00


I've never used DeepSea, mostly because I LOVE WinDEU 5.2; also, don't you have to pay to use DeepSea (something about only being able to save levels of a certain size)? The reason I am going to be copying and pasting between levels is because the one I'm working on now is enormous, so I need to be able to save large levels.

Of course, I could be wrong -- how close am I?

__________________
leader/level designer - the chaos crew

Old Post 12-06-02 17:27 #
Lutz is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Fredrik


Posts: 11685
Registered: 05-00


Indeed, you need the registered version.

Old Post 12-06-02 17:29 #
Fredrik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Lutz
Junior Member


Posts: 222
Registered: 12-00


Ah. Well: Dammit. If you've read the recent Chaos Crew update, you'll know that I am looking for a job, and have absolutely no money (as Ned Flanders would say, "It's going to be an Imagination Christmas!").

__________________
leader/level designer - the chaos crew

Old Post 12-06-02 18:16 #
Lutz is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Fredrik


Posts: 11685
Registered: 05-00


You could send the maps to me and I'll merge them for ya.

Old Post 12-06-02 18:22 #
Fredrik is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Lutz
Junior Member


Posts: 222
Registered: 12-00


Interesting...I may take you up on that. Of course, none of this is terribly necessary -- I'm just at that point (~12,000 vertices) where the BSP nodebuilder starts doing something that causes a seg. fault when starting Doom.

__________________
leader/level designer - the chaos crew

Old Post 12-06-02 18:25 #
Lutz is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Torn
google is your master


Posts: 2778
Registered: 07-02



Lutz said:
Another stupid question I could answer with a few hours of playing around: is there an editor that lets you copy and paste between maps? Meaning, if you build separate halves of a level in different .WAD files, is there a way to copy the sectors of onehalf into the other half with no ill effects?


You can also use Wad author... :)

__________________
Download Flashback Demo here
"an sig that sayin u the champ."

Old Post 12-06-02 18:49 #
Torn is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pming
Junior Member


Posts: 112
Registered: 06-00


Hiya.

Yes, WadAuthor can do it...and it doesnt' even have to be the same game. :) You could grab a "hall with pillars, a dias, an exit hall with a door leading to stairs down" from a Hexen map, copy it, and paste it into your DOOM map. Of course, you have to retexture it, and if there are any things you have to change them to DOOM ones. Sector floor/ceiling is easy to change; just use the "++" or "--" 'macro' to move the sectors up or down to fit where you want it.

^_^

Paul L. Ming

Old Post 12-06-02 21:16 #
pming is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
kristus
Megablast!


Posts: 10605
Registered: 07-00


Or you could use a good nodebuilder, like BSP or Zennode. ;)

DCK let you cut and paste between maps aswell.

__________________
Turtle Crazy

Old Post 12-06-02 21:22 #
kristus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Afterglow
TROLL; IGNORE


Posts: 296
Registered: 05-00


DCK also has level size limits... it's a little over 8000 sidedefs for 3.62 (which is **********). I know for Gothic99, Matt Dixon built his levels separately in DCK and then merged them in Wadauthor afterward. I'm doing the same for some Crucified Dreams maps. Really, all you have to do is make sure linedef/sector tags don't interfere between the maps and copy & pasting will work fine.

Old Post 12-07-02 08:13 #
Afterglow is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Enjay
ASK ME ABOUT FOOTBALL / STEAM / DEAD CELEBRITIES / THE BLAIR WITCH PROJECT


Posts: 6381
Registered: 12-00



Afterglow said:
Really, all you have to do is make sure linedef/sector tags don't interfere between the maps and copy & pasting will work fine.


When you paste with DeePsea, it renumbers tags so that they don't interfere with those in the existing level.

At pasting time, DeePsea also allows you to type in a "correction" value for altering the heights of the sectors being pasted so they match up with what you need in your level.

__________________
Meek

Old Post 12-07-02 12:59 #
Enjay is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
kristus
Megablast!


Posts: 10605
Registered: 07-00


Enjay: sounds nice, but most editors have a "raise floor/ceiling with xxx" feature anyways. The cut and paste is the only feat I think Deth is missing to be perfect. Although people disagree with me on that.

__________________
Turtle Crazy

Old Post 12-07-02 15:22 #
kristus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
The Ultimate DooMer
(former) /newstuff Chronicler


Posts: 4701
Registered: 03-02


While we're on the subject of size limits, I'm running into trouble with WadAuthor's scripting limit on a couple of maps. I know WA has a relatively low scripting limit (ie. less space for scripts) compared to other editors, so can anyone recommend an editor which has more space for scripts, and compiles similarly to WA? (ie. one that does not create SCRIPT1, SCRIPT2 lumps etc. but just the SCRIPTS lump and the BEHAVIOUR lump)

Old Post 12-07-02 18:36 #
The Ultimate DooMer is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
kristus
Megablast!


Posts: 10605
Registered: 07-00


I only know 3 editors support ACS. Zeth Wad author and Deepsea

__________________
Turtle Crazy

Old Post 12-08-02 11:58 #
kristus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pming
Junior Member


Posts: 112
Registered: 06-00


Hiya.

What errors are you getting? Do you have something like five gazillion-billion-ilionmilbazilmillion scripts or something? I can't ever remember getting an "error" because of any sort of limit. I've gotten errors because I was ignorant of how scripting worked (not having common.acs or zcommon.zcs or whatever in the right place), but never any sort of "ERROR: Script Size Limit Reached" sort of thing (I made that error up, btw).

Maybe you were just doing something wrong? Or something got corrupted maybe?

^_^

Paul L. Ming

Old Post 12-09-02 05:28 #
pming is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
The Ultimate DooMer
(former) /newstuff Chronicler


Posts: 4701
Registered: 03-02


What happens is that when I reach the size limit, it won't let me put any more text in. (and yes, I do have a load of scripts in there)

Old Post 12-09-02 10:40 #
The Ultimate DooMer is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Biffy
Forum Regular


Posts: 894
Registered: 02-01


Sounds like you'll have to edit the scripts with Notepad or DOS Edit, then run the file straight through acc.exe, then use your favorite tool to import the behavior lump......

Old Post 12-09-02 18:25 #
Biffy is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
deep
as in Deepsea


Posts: 1066
Registered: 09-01



Ultimate DooMer said:
What happens is that when I reach the size limit, it won't let me put any more text in. (and yes, I do have a load of scripts in there)
The dialog used has a 64kb limit in Win9x/Me - if you use XP, I think it goes away:) You can also use "include yourfile" in the WA dialog script and then edit on the OUTSIDE and still compile in WA. Of course your script is not where it normally is.

DeePsea uses any editor that suits your style - hence no limits and everything stays inside the IDE, plus ALL typical editing features are available, e.g. find, replace. Scripts are not stored inside the PWAD. That also means one can switch to standalone external compilation without any extra work. One can also easily switch ACC compilers to match the port.

Manually save scripts to your PWAD using the special button for same as a final step. Also, if you want "SCRIPTS" as a name, change the save options:)

Old Post 12-09-02 20:52 #
deep is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Pate
Why Guy


Posts: 60
Registered: 06-02


A piece of related news. The next version of Why (yes, there will be a next version) will have copy/paste. Here's a screen shot showing the paste dialog:

http://www.hut.fi/~jpakkane/newstuff.png

Old Post 12-09-02 21:01 #
Pate is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
rf`
Dr. Nosign


Posts: 8206
Registered: 11-01


Err, not a valid *.png file. :P I hate my computer.

__________________
Released wads and other doom crap

Old Post 12-09-02 21:28 #
rf` is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
The Ultimate DooMer
(former) /newstuff Chronicler


Posts: 4701
Registered: 03-02



Biffy said:
Sounds like you'll have to edit the scripts with Notepad or DOS Edit, then run the file straight through acc.exe, then use your favorite tool to import the behavior lump......


Will this still produce a scripts lump or just a behavior lump? If so, will it still work (ie. does WA still decompile the behavior lump even though a scripts lump is present?)


deep said:
The dialog used has a 64kb limit in Win9x/Me - if you use XP, I think it goes away:) You can also use "include yourfile" in the WA dialog script and then edit on the OUTSIDE and still compile in WA. Of course your script is not where it normally is.



I assume this is a separate .acs file, so will it still work if I simply import this into my wad, and put the "include myfile.acs" line in the WA dialog?

Old Post 12-09-02 22:13 #
The Ultimate DooMer is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Biffy
Forum Regular


Posts: 894
Registered: 02-01



Ultimate DooMer said:


Will this still produce a scripts lump or just a behavior lump? If so, will it still work (ie. does WA still decompile the behavior lump even though a scripts lump is present?)

I assume this is a separate .acs file, so will it still work if I simply import this into my wad, and put the "include myfile.acs" line in the WA dialog?


What I suggested will just let you edit and compile scripts as you please, independent of WA. You will need to insert the scripts lump (your *.acs file, or text file) and the behavior lump (acc makes *.o) with a tool like Wintex, XWE, DeePsea.

If you import a scripts lump larger than the limit you've found, and try then to compile it through the WA menu, I suppose part of the scripts might get cut off. I don't know. I think Jack is suggesting that you have a smaller scripts lump in the wad, that scripts lump containing the "include...." statement, and then you can use the WA menu to compile (create behavior and save it into the wad).

Old Post 12-09-02 23:44 #
Biffy is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
The Ultimate DooMer
(former) /newstuff Chronicler


Posts: 4701
Registered: 03-02


Ok, I tried using the #include "mine.acs" command and this happened: I exported some of the scripts into a separate acs file and then put the include line under the zcommon.acs one. This worked fine - but then I edited the separate acs file in Notepad, saved it, changed one or two scripts in the main script dialog, and tried to compile it - and it keeps saying that everything is an invalid statement. (or any other message meaning 'you can't do this')

It's as if I can only have one of these include commands in any one map, but I'm sure that's not true.

Old Post 12-10-02 23:04 #
The Ultimate DooMer is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Biffy
Forum Regular


Posts: 894
Registered: 02-01


I think Deep was suggesting to have an "include" statement in your scripts lump, not in zcommon.acs, but I'm unsure. ???

Old Post 12-11-02 10:30 #
Biffy is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Biffy
Forum Regular


Posts: 894
Registered: 02-01


OK, got it. I copied a large scripts lump from a wad, copied all of the scripts except for the first open script, pasted them into a separate file I named test.acs. Then, using WA, I opened the wad, viewed the original lengthy scripts and deleted all which I had copied into test.acs, leaving only the single open script in the wad. Then, I put this line
#include "test.acs"
at the end of the script and tried to compile. WA error message said that it could not open the file. I tried putting the test.acs file into my WA directory and all was well.

I have several copies of the zcommon.acs, zdefs.acs and so forth on my machine, I guess WA is referencing only those in its own directory. That's where you'll need to keep your large external script file, where WA can find it.

Old Post 12-11-02 11:02 #
Biffy is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
The Ultimate DooMer
(former) /newstuff Chronicler


Posts: 4701
Registered: 03-02


It's ok, I got it working. There was an error in the separate acs file, so it was saying the first script in the main dialog had an error. (it was carrying over to the main dialog)

PS. do I actually have to include the separate acs file in my pwad? (I don't think I have to, but I'm not sure)

Old Post 12-11-02 15:45 #
The Ultimate DooMer is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Biffy
Forum Regular


Posts: 894
Registered: 02-01


No, you do not have to include any .acs file at all in your wad to make it work, the behavior lump does the work. It's convenient to have it in the wad if you are using WA, probably the same for DeePsea. I always appreciate it when authors include their scripts acs lumps, that way I can easily look at the scripts without trying to decompile them (which only DeePsea does AFAIK).

Old Post 12-11-02 16:41 #
Biffy is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Lutz
Junior Member


Posts: 222
Registered: 12-00


Getting back to my original question: so I downloaded WadAuthor and have used that to cut & paste between levels, but I am running into another problem: namely, WA won't open some of my .WADs. Does WA have a level size limit? Can levels only have so many vertices or sidedefs? (Remember, this level is ENORMOUS -- over 12,000 verts).

__________________
leader/level designer - the chaos crew

Old Post 12-11-02 17:35 #
Lutz is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Little Faith
Rigtige mænd er voldtægtsmænd


Posts: 3253
Registered: 05-02


Is it the shareware version?

If yes the answer will also be yes to your original question.

__________________
I am, therefore I suck.

Old Post 12-11-02 17:41 #
Little Faith is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 11:02. Post New Thread    Post A Reply
Pages (2): [1] 2 »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Editor Question: Copy & Paste

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.