jr2nd Posted April 13, 2012 if i wanted to edit a map from a doom wad how do i load it in to DB? ie if i wanted to edit Map02 from doom2.wad? im sure i've done it before but forgotten -.- anyone? 0 Share this post Link to post
Use Posted April 14, 2012 When Installed Doom Builder. Often when making Select Doom2 game configuration. Select will set installed Doom Builder to Doom2 game configuration. -set \path\doom2\doom2.wad or current. Goto File, Editmap. Select map02. 0 Share this post Link to post
Scypek2 Posted April 14, 2012 ...but, of course, it's the best to NOT edit iwads. 0 Share this post Link to post
MasterofJKD Posted April 14, 2012 definitely not a good idea to edit an iwad, but if you must please make a back up copy of it first before you do anything. Why would you want to edit the iwad anyways? To add a new custom monster or something? 0 Share this post Link to post
jr2nd Posted April 14, 2012 well i have an idea for a mega map but i needed to check something on one of the wad maps i remember seeing before. Use3D's way was confusing -.- but i did find it better to simply: start DB2 OPEN map - Doom2.Wad then Select Map02 so thanks for the info! oh another question before i forget again... how do i load my created wads into doomesday? i wanted to give ones i've made to my bro to play test but i cant seem to get it to recognise my .wad map 0 Share this post Link to post
Vermil Posted April 14, 2012 There are many ways to load a wad/mod in Doomsday. One way is to start Snowberry (the name of the Doomsday front end), click the addons tab and press the '+' symbol in the bottom left. In the window that opens, browse to and select your wad; it will make a copy of in your add-ons folder and it will appear on the list of the same name in Snowberry. Another way, is, as Doomsday can load/unload mods in game, to bring down the console and enter 'load c:\insert full path to wad here\xxxxx.wad'. 0 Share this post Link to post
DaniJ Posted April 14, 2012 Re: in-game loading of mods in Doomsday Note that you don't have to type the whole path in so long as the mod is located in a directory known to Doomsday. For example, you can use the -vdmap argument to map some directory on your hd to }data/jdoom/ and from then on you can load it simply by name, you don't even need the file extension, e.g., load mymod 0 Share this post Link to post
Enjay Posted April 15, 2012 I must admit that this is something that I don't really like about DB. It can be very useful to just open up you editor and have the IWAD maps sitting there for any number of reasons - not just to edit them to make a "new" level. I've used just about every editor for Doom that has ever been released and I can't remember any other editors that don't have the IWAD maps loaded by default. 0 Share this post Link to post
jr2nd Posted May 30, 2012 sorry for such a long reply time as i've just got around to showing my brother my wads. i've tried load c:\temp\e1m1.wad {temp is where it is} and nothing load e1m1.wad didnt work i've tried sticking it in the defined "wads" folder and nothing, even sticking it with the doomesday.exe and zippo -.- 0 Share this post Link to post