busta5000 Posted June 10, 2008 well I went to [COLOR="Red"]realm 667[/COLOR] & downloaded some monsters & I [COLOR="Lime"]opened[/COLOR] [COLOR="Red"]XWE[/COLOR] & [COLOR="Lime"]added[/COLOR] the sprites of the monster in the sprites tab & the sounds in the sounds tab & the decorate & sendinfo in the lump tab. but when I go to [COLOR="Red"]doom builder[/COLOR] I do not see my monster in the monster category in things I see it in the decorate category where it is unknown & I cannot see it so can anybody tell me how to add a monster not replace but to add. I mean when I went to the sprites tab & pressed [COLOR="Lime"]load[/COLOR] & loaded the sprites I can see my monsters sprites but in doom builder I can't see it I ignored the fact that I can't see it & tested it still my monster is not their so can you tell me how to add a monster properly. [COLOR="Red"]Application or website[/COLOR] [COLOR="Lime"]Function or button[/COLOR] important thing important sentence 0 Share this post Link to post
40oz Posted June 11, 2008 [uselesshtmltag]Normally[/uselesshtmltag] what I [color=red]do[/color] is look at the [underline]DECORATE[/underline] file and [color=blue]record the ThingID[/color] then you can open up [italicized]doombuilder[/italicized], place an object that you want somewhere in the [color=yellow]map[/color] and change the objects [italicized]ThingID[/italicized] to the ThingID of the [color=brown]object you want[/color] [smiley=grin] Oh yeah and just typing in normal text will do. 0 Share this post Link to post
busta5000 Posted June 11, 2008 please people don't just come & stare help me I want to know how to add things properly I have XWEE,SlumpED, Doom builder, & whacked2. I know some of the apps have nothing to do with sprites but please tell don't read my crap what I want to say is easy. "tell me how to add a monster not replace but to add" 0 Share this post Link to post
Dreadopp Posted June 11, 2008 When I get a custom monster, I usually just take all the stuff the monster has (that includes the DECORATE, SNDINFO, sprites, and sounds. Note that some monsters may have more than this but just grab it all.) and put into one of my maps. Then in the DECORATE file, (using SlumpEd or what ever) type the bolded, italic part just below the first "{" symbol: Actor NewMonster : DoomImp 5937 { //$Category monsters } Note: You can usually type in any category that doom builder has. I found it only works in the category is in lower case. (So "monsters" not "Monsters".) The category "monsters" will pop the new monster into the section with all of the other monster already present. Doing this requires the new monsters to have a different actor number. Otherwise it will replace another thing. There might be an easier, more efficient, way to do this but this is how I usually do this type of thing. Hope this helps. EDIT: You also don't necessarily need a spawn ID. Only if you want to be able to spawn it anywhere on the map using ACS. 0 Share this post Link to post
busta5000 Posted June 11, 2008 well its bad that there is no advance text editor in doomworld for it would be better oh well it doesn't matter they build this site. First of I use XWE which is better than slumped in my opinion & easier. second of all some monsters that I downloaded from realm667 have //$category monster & some don't I tried the one that has the //$.... & didn't succeed. I merged the monster wad with my wad. well see the code & tell me if there is something wrong ACTOR BruiserDemon 3333 { //$Category Monsters Health 1500 Radius 24 Height 64 Mass 2000 Speed 8 PainChance 15 Monster +BOSS +FLOORCLIP +LOOKALLAROUND +MISSILEEVENMORE +NORADIUSDMG MissileType BruiserBall SeeSound "superbaron/scream" PainSound "superbaron/pain" DeathSound "superbaron/death" ActiveSound "superbaron/act" MeleeSound "baron/melee" Obituary "%o was slaughtered by a Bruiserdemon." HitObituary "%o was cremated by a Bruiserdemon." MeleeDamage 20 Scale 1.25 States { Spawn: BRUS AB 10 Bright A_Look Loop See: BRUS AABBCCDD 3 Bright A_Chase Loop Melee: BRUS E 6 Bright A_FaceTarget BRUS F 6 Bright A_FaceTarget BRUS G 6 Bright A_ComboAttack Goto See Missile: BRUS E 0 Bright A_Jump(144, 8) BRUS EF 6 Bright A_FaceTarget BRUS G 6 Bright A_MissileAttack BRUS G 0 Bright A_Jump(96, 1) Goto See BRUS HI 6 Bright A_FaceTarget BRUS J 6 Bright A_MissileAttack Goto See BRUS E 0 Bright A_Jump(96, 20) BRUS E 6 Bright A_FaceTarget BRUS F 4 Bright A_FaceTarget BRUS F 2 Bright A_Custommissile("BruiserBall2",56,0,-40,0) BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,-30,0) BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,-20,0) BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,-10,0) BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,0,0) BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,10,0) BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,20,0) BRUS G 0 Bright A_Jump(96, 1) Goto See BRUS H 6 Bright A_FaceTarget BRUS I 4 Bright A_FaceTarget BRUS I 2 Bright A_Custommissile("BruiserBall2",56,0,40,0) BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,30,0) BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,20,0) BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,10,0) BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,0,0) BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,-10,0) BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,-20,0) Goto See BRUS KL 6 Bright A_FaceTarget BRUS M 2 Bright A_Custommissile("BruiserFireSpawner",16,0,-15,0) BRUS M 2 Bright A_Custommissile("BruiserFireSpawner",16,0,0,0) BRUS M 2 Bright A_Custommissile("BruiserFireSpawner",16,0,15,0) Goto See Pain: BRUS N 5 Bright A_Pain Goto See Death: BRUD A 6 Bright A_Scream BRUD BCD 4 Bright BRUD EFG 4 Bright BRUD H 4 Bright A_Fall BRUD IJKLMNOP 4 Bright BRUD QRSTUV 4 BRUD W -1 Stop } } ACTOR BruiserBall { Radius 16 Height 16 Speed 18 Damage 16 Projectile +RANDOMIZE RenderStyle "ADD" Alpha 0.9 SeeSound "imp/attack" DeathSound "imp/shotx" MissileType BruiserBallTrail Missileheight 0 States { Spawn: BRBA AABB 2 BRIGHT A_MissileAttack Loop Death: BRBA KLMNOPQRSTUVWX 3 Bright Stop } } ACTOR BruiserBall2 { Radius 8 Height 8 Speed 10 Damage 8 Projectile +RANDOMIZE RenderStyle "ADD" Alpha 0.9 SeeSound "imp/attack" DeathSound "imp/shotx" States { Spawn: BRB2 AB 6 BRIGHT Loop Death: BRB2 CDEFGHI 3 Bright Stop } } ACTOR BruiserFireSpawner { Radius 8 Height 8 Speed 12 Damage 0 +RIPPER +FLOORHUGGER +BLOODLESSIMPACT Projectile MissileType BruiserFire Missileheight 0 States { Spawn: TNT1 A 3 Bright A_MissileAttack TNT1 A 3 TNT1 A 3 Loop Death: TNT1 A 6 Stop } } actor BruiserBallTrail { Radius 1 Height 1 Speed 0 PROJECTILE RENDERSTYLE ADD ALPHA 0.70 +NOCLIP States { Spawn: BRBA CDEFGHIJ 4 Bright Stop } } ACTOR BruiserFire { Radius 1 Height 1 Speed 0 Damage 20 PROJECTILE RENDERSTYLE ADD ALPHA 0.9 +NOCLIP +FLOORHUGGER SeeSound "weapons/rocklx" States { Spawn: XXBF AB 3 Bright XXBF C 3 Bright A_Explode(48,128,0) XXBF DEFGHIJKLMNOPQRST 3 Bright Stop } } this is only the decorate. so can you tell me how to add the monster & what is wrong or missing 0 Share this post Link to post
Dreadopp Posted June 11, 2008 If that is the Decorate code right from the monster off realm667 I don't think there really should be anything wrong or missing since I use this stuff quite a lot. The only thing I can really see is that the //$Category Monsters is not lower case. It should be //$Category monsters if you want to put it into the monster category that has the rest of the existing monsters already in it. That being said, I did try out a monster by using //$Category Monsters and Doom Builder put my new guy into another category called Monsters. This new category appears at the bottom of the things list. If you don't put any //$Category in, then it should go into a category at the bottom of the things list called either DECORATE or HEALTH because it has an actor number (Eg: Actor BruiserDemon 3333). Of course I am using SlumpEd which I find is better for Decorate stuff, which might be why you can't seem to get it working, but I doubt what editor you are using matters. It should work no matter what editor you happen to be using at the time. busta5000 said:second of all some monsters that I downloaded from realm667 have //$category monster & some don't Some of them do indeed have the //$Category line, but I find that the ones with the //$Category "Zdoom Monster Pack" don't work too well, so I change it. 0 Share this post Link to post
busta5000 Posted June 11, 2008 well OK I'll leave XWE because it didn't work & slumped sounds complex can you tell me how to add my downloaded monster (I don't see the merge nor the load button thats what I'm used to in XWE) so can you tell me I'll give it a try if it worked for you it will work for me. 0 Share this post Link to post
Dreadopp Posted June 11, 2008 I do the simplest way possible, copy and pasting. First what I do is open up both the map and the monster in the same SlumpEd window. Then I copy all of the monster's stuff (that includes everything the monster has), and paste it into the the map file. Be sure to click on the last entry in your map file, in SlumpEd, before pasting. I do this to ensure that I don't mess up the map in any way, shape or form. In case you might misunderstand something, I made some pics to help understand what I am talking about. Note: These pictures are pretty basic, but it should help explain what I am talking about a little better. Doing these simple steps should make your guy work. Also, SlumpEd really isn't too much different from XWE. 0 Share this post Link to post
busta5000 Posted June 12, 2008 Dreadopp said:I do the simplest way possible, copy and pasting. First what I do is open up both the map and the monster in the same SlumpEd window. Then I copy all of the monster's stuff (that includes everything the monster has), and paste it into the the map file. Be sure to click on the last entry in your map file, in SlumpEd, before pasting. I do this to ensure that I don't mess up the map in any way, shape or form. In case you might misunderstand something, I made some pics to help understand what I am talking about. Note: These pictures are pretty basic, but it should help explain what I am talking about a little better. Doing these simple steps should make your guy work. Also, SlumpEd really isn't too much different from XWE. ok I did it well one thing is missing you didn't say which is to copy the decorate in the decorate I have or else they would conflict each other the same thing with sndinfo also you need to delete SS_start end if it already exists. 0 Share this post Link to post
Dreadopp Posted June 12, 2008 busta5000 said:ok I did it well one thing is missing you didn't say which is to copy the decorate in the decorate I have or else they would conflict each other the same thing with sndinfo also you need to delete SS_start end if it already exists. Sorry about that, I was merely assuming that you didn't already have those items. Well, no more assuming for me, huh? ;) 0 Share this post Link to post