Doom Marine
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 > Help with ZDoom/GZDoom mapping
 
Author
All times are GMT. The time now is 12:26. Post New Thread    Post A Reply
MajorRawne
Senior Member


Posts: 1304
Registered: 04-10


Hi all, I'm close to finishing a number of maps I've been working on for Boom and Vanilla projects and I am wanting to get back to a ZDoom wad I was working on a couple of years ago.

Is there anyone who can walk me through a few things such as how to create slopes and fog, how to make text appear on the screen (ideally, if possible, with a sound similar to the noise from Alien and Aliens as the letters appear), how to disable the usual kill count at the end of the map etc? We can do this in the thread so other people can chime in with suggestions, or by PM so I don't reveal my noobishness to the forum.

Thank you in advance.

Old Post 01-09-14 14:50 #
MajorRawne is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
CorSair
Forum Regular


Posts: 834
Registered: 11-12


http://zdoom.org/wiki/Main_Page

Old Post 01-09-14 16:30 #
CorSair is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
MajorRawne
Senior Member


Posts: 1304
Registered: 04-10


Thanks. I was hoping for a human being to tutor me, but I can learn the ZDoom wiki.

Old Post 01-09-14 18:00 #
MajorRawne is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Kappes Buur
Forum Regular


Posts: 859
Registered: 11-02


The main differences between ZDoom and GZDoom, aside from the OpenGL eyecandy:

GZDoom can display sloped 3D floors
GZDoom can display dynamic lights
GZDoom can display a proper 6-sided skybox


MajorRawne said:
... such as how to create slopes


Here is an example for SLOPES

http://i.imgur.com/ve7zPHJ.png


MajorRawne said:
... such as how to create fog


Fog can be done in a few different ways, depending on how dense and how layered it is supposed to appear.
The simplest way would be by using a combination of Sector_SetFade and Sector_SetColor. This can look quite good when the fog zone is controlled by a 3D sector.

A more involved method is with DECORATE. But luckily this has been already worked out.
This image shows the fogspawner from Tormentor's The City of the Dead 2

http://i.imgur.com/DqhaiOY.png

And this one shows the fogspawner from REALM667

http://i.imgur.com/C4MHaIq.png

see also: http://forum.zdoom.org/viewtopic.ph...t=45039#p740765


MajorRawne said:
... such as how to make text appear on the screen (ideally, if possible,
with a sound similar to the noise from Alien and Aliens as the letters appear)


To achieve lettering to appear as in the Aliens title can be done with scripting. But it will not be easy.

Here is an example for lettering with a script which was developed during the initial stages of KDiZD (certainly not by me).

I am posting this just to show the kind of scripting involved to get positioned lettering onto the screen:

http://i.imgur.com/48iu6Jd.png


MajorRawne said:
... such as how to disable the usual kill count at the end of the map etc


To just eliminate the screen with the kill counts one could insert NoIntermission in a MAPINFO lump.
But then the transition from one map to another is immediate. And that could be a bit disconcerting.

Last edited by Kappes Buur on 01-10-14 at 20:02

Old Post 01-09-14 18:09 #
Kappes Buur is offline Profile || Blog || Search || Add Buddy IP || Edit/Delete || Quote
gemini09
Senior Member


Posts: 1170
Registered: 04-03


I think I can help you with one of those topics.

Let me know you when you read me, and in the meanwhile, I'll go get my morning coffee. :]

Old Post 01-10-14 08:39 #
gemini09 is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
MajorRawne
Senior Member


Posts: 1304
Registered: 04-10


Thank you for your replies gents. Those fog pictures look fantastic. Wonder if it could be adapted to use as smoke, since my first map starts inside a crashed spaceship. Looks like GZDoom it is then. Hopefully this won't alienate half the potential players.

Gemini, I'm going to reassess my map tonight so I will contact you and probably send you the wad file so you can look round it. Anyone else who wants it can also have a copy.

Old Post 01-10-14 12:28 #
MajorRawne is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
gemini09
Senior Member


Posts: 1170
Registered: 04-03


Sure, that's pretty cool.

I'm going away for the weekend, in case you don't hear back from me immediately, though.

Old Post 01-10-14 14:14 #
gemini09 is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
MajorRawne
Senior Member


Posts: 1304
Registered: 04-10


No problems mate, I apologise if some of my questions are ridiculously noobish. I did know some of this stuff, it's just been so long I've forgotten it.

Old Post 01-11-14 13:00 #
MajorRawne is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 12:26. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Help with ZDoom/GZDoom mapping

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.