Doom Juan Posted September 1, 2012 Can they be used in a similar manner as the Build Engine, as in the ability to stick sprite images on walls? 0 Share this post Link to post
Gez Posted September 1, 2012 Doom Juan said:Can they be used in a similar manner as the Build Engine, as in the ability to stick sprite images on walls? I'll assume you mean in ZDoom? Yes. See this, this and this for documentation. 0 Share this post Link to post
Doom Juan Posted September 1, 2012 Thanks! Seems I have to make a PK3, but SLADE seems to only be able to make zip files... will DB1 recognize a zip file? 0 Share this post Link to post
GreyGhost Posted September 1, 2012 PK3's are just renamed Zip files and I don't think you need one to use decals, which is just as well since DB1 doesn't recognize them. 0 Share this post Link to post
Doom Juan Posted September 1, 2012 GreyGhost said:PK3's are just renamed Zip files and I don't think you need one to use decals, which is just as well since DB1 doesn't recognize them. It says here on the article: Creating a Decal The decal graphics are to be placed in the "Graphics" namespace. This is outside of markers in a WAD, and within the /graphics/ subdirectory in a PK3. I assumed I'd need to make a Pk3 file? 0 Share this post Link to post
GreyGhost Posted September 1, 2012 There isn't a namespace set aside for in wads for graphics, so "outside of markers in a WAD" means decals aren't placed between the sprite (S_START/S_END), patch (P_START/P_END) or flat (F_START/F_END) markers. 0 Share this post Link to post
Doom Juan Posted September 1, 2012 Figured it out, but it seems a bit tricky to apply... going to experiment, thanks for all the help! 0 Share this post Link to post
Doom Juan Posted September 2, 2012 Is there a small hub level example floating around that I can take a look at? 0 Share this post Link to post
Gez Posted September 2, 2012 Are you seriously going to make a three-billion-sector map? :p 0 Share this post Link to post
Doom Juan Posted September 2, 2012 Gez said:Are you seriously going to make a three-billion-sector map? :p No :P I'm going to make a Castle :) I want to learn about hubs today, help me out :) 0 Share this post Link to post
Gez Posted September 2, 2012 Well, there's nothing really complicated. It's mostly a question of using MAPINFO. In the map definitions, set them all up in the same cluster. In the cluster definition, place the "hub" keyword. If you have several different entrances for the levels, depending on from which level they come, you will have to use the "pos" argument of Teleport_NewMap or Exit_Normal, and make it correspond to the first argument of the associated player starts. If you have Hexen, MAP02 is a good example. Otherwise, you will find hubs in, for example, this mod or that one. 0 Share this post Link to post
ReX Posted September 2, 2012 Doom Juan said:I want to learn about hubs today, help me out :) Here is a tutorial on how to construct a hub. You can read up on the basics of hubs in the ZDooM wiki. I can't think of any "small hub level example" off the top of my head, but here are examples of large hubs: Assault on Tei Tenga: 6-map hub, which is probably the first released hub for DooM The Hell Factory Hub One: 4-map hub Temple of the Ancients: 5-map hub The Darkest Hour: 7-map hub Dawn: A Prelude: 5-map hub Eternal DooM IV: 3-map hub within a 7-map wad Paranoid: 7-map hub The Phobos Directive: 9-map hub 0 Share this post Link to post
Doom Juan Posted September 2, 2012 Figured it out! Thanks again, and expect more newbie questions in the near future ;) 0 Share this post Link to post
Doom Juan Posted September 3, 2012 Do I need to use DB2 in order to build them, or can I still make them on DB1? 0 Share this post Link to post
gemini09 Posted September 3, 2012 DB1 can make them too. DB2 has lots of benefits. 0 Share this post Link to post
GreyGhost Posted September 3, 2012 So long as your config files support that feature, you can use DB1. There are updated configs for GzDoom, Skulltag and Vavoom which support 3D floors but I haven't seen one for ZDoom, might add that to my to-do list. 0 Share this post Link to post
Pottus Posted September 3, 2012 Half the threads on on the page right now are from you man, why don't you just make a general question thread and update that when you need help? A lot of the answers your looking for can be easily found by searching. 0 Share this post Link to post
Doom Juan Posted September 3, 2012 GreyGhost said:So long as your config files support that feature, you can use DB1. There are updated configs for GzDoom, Skulltag and Vavoom which support 3D floors but I haven't seen one for ZDoom, might add that to my to-do list. Config support files? Is there a link where I can find some for DB1? EDIT: Scrap this, I've figured it out... Hear ye, I'm a DB2 convert now - you can even see your slopes in 3D mode! 0 Share this post Link to post
GreyGhost Posted September 3, 2012 Just in case you decide to dabble with DB1 again - the Vavoom config files are available from their Downloads page, I can't find download links for the others so I've made my own - GZDoom, Skulltag. The GZDoom and Skulltag zips can be unpacked straight into your Doom Builder folder, for Vavoom you only need the contents from the zip's "dbuilder" folder. 0 Share this post Link to post
Doom Juan Posted September 3, 2012 GreyGhost said:Just in case you decide to dabble with DB1 again - the Vavoom config files are available from their Downloads page, I can't find download links for the others so I've made my own - GZDoom, Skulltag. The GZDoom and Skulltag zips can be unpacked straight into your Doom Builder folder, for Vavoom you only need the contents from the zip's "dbuilder" folder. That's useful to have - can I see my slopes/3D floors in DB1 with the Vavoom config files? Also, regarding this on the wiki: Sloped 3D floors are not available in the software renderer. Does that mean I can't see them in 3D mode while editing, or are they jsut a no-go area alltogether? 0 Share this post Link to post
ReX Posted September 3, 2012 Doom Juan said:Sloped 3D floors are not available in the software renderer. Does that mean I can't see them in 3D mode while editing, or are they jsut a no-go area alltogether? No-go altogether. If you want to create sloped 3D floors, you'll need a source port such as GZDooM. [Incidentally, GZDooM does not support translucent sloped 3D floors, just in case you begin to wonder about that.] 0 Share this post Link to post
Doom Juan Posted September 3, 2012 ReX said:No-go altogether. If you want to create sloped 3D floors, you'll need a source port such as GZDooM. [Incidentally, GZDooM does not support translucent sloped 3D floors, just in case you begin to wonder about that.] How popular is Gzdoom? Do a lot of people have a copy? 0 Share this post Link to post
Doom Juan Posted September 3, 2012 If I want to edit Gzdoom with DB2, do I need to download anything additional? Or do I just make standard maps with Doom in Hexen format and load them in Gzdoom? 0 Share this post Link to post
Kappes Buur Posted September 3, 2012 Doombuilder2 does not come with a configuration file for GZDoom. Never has. Gez had made a set of configs for every port related to ZDoom, which included GZDoom, but did not keep it up to date. Download GZDoombuilder by MaxEd, which is a rewrite of Doombuilder2 tailored to all the features GZDoom has to offer, and more. Tiger maintains the SVN downloads here http://svn.drdteam.org/doombuilder2-gzdb/ 0 Share this post Link to post
Agentbromsnor Posted September 3, 2012 Kappes Buur said:Doombuilder2 does not come with a configuration file for GZDoom. Never has. Gez had made a set of configs for every port related to ZDoom, which included GZDoom, but did not keep it up to date. Download GZDoombuilder by MaxEd, which is a rewrite of Doombuilder2 tailored to all the features GZDoom has to offer, and more. Tiger maintains the SVN downloads here http://svn.drdteam.org/doombuilder2-gzdb/ I recommend working with the regular Doom Builder 2 first, and GZDoom visual mode. GZDoom Builder is really unstable as of now. Maybe someone else should re-write it for a stable release. EDIT: scratch that, the version linked seems to be working good now. 0 Share this post Link to post
GreyGhost Posted September 3, 2012 Doom Juan said:That's useful to have - can I see my slopes/3D floors in DB1 with the Vavoom config files? No, the 3D mode renderer doesn't support slopes and I don't think it does 3D floors either. How popular is Gzdoom? Do a lot of people have a copy? Most people here would have a copy installed though some won't admit to using it. 0 Share this post Link to post
Agentbromsnor Posted September 3, 2012 GreyGhost said: Most people here would have a copy installed though some won't admit to using it. [/B] Haha. "OpenGL?? What is this BLASPHEMY!!" 0 Share this post Link to post
Kappes Buur Posted September 3, 2012 Doom Juan said:How popular is Gzdoom? Do a lot of people have a copy? Does it really matter that much to know how large a playerbase GZDoom is enjoying? If you like it the best, that should be enough. Historically, as opposed to other ports, ZDoom has enjoyed a meteoric climb in popularity, mostly because Randi listened to the mappers and implemented what they would like to see in ZDoom. And with Graf Zahl bringing in OpenGL to make it GZDoom, it has evolved into an even better port. For my money, GZDoom gives me the most enjoyment to play and create maps with. Like GreyGhost said: Most people here would have a copy installed though some won't admit to using it. 0 Share this post Link to post
boris Posted September 3, 2012 Just for the record, you don't need any special config files at all. All you need to know what line special number the effect has. 0 Share this post Link to post
Kappes Buur Posted September 3, 2012 boris said:Just for the record, you don't need any special config files at all. All you need to know what line special number the effect has. That made me chuckle a bit. Of course, that is possible, if you know the number for the thing or special and the number and meaning of the attributes. Oh, the tediom, switching back and forth between the WIKI and DB1 to find and apply the correct information. It hurts just thinking about it. :) 0 Share this post Link to post