B!ohazard Posted April 20, 2009 Having looked for information on this, and not been able to find anything useful so far, I decided to come here and see if someone can help me with this. Using XWE, I added some new sprites, but I'm unable to place them in Doom Builder. I read that you could add them manually to the .cfg file so they would show up in the Things selection menus, but when I did, I only got an error trying to start DB. I'm using ZDoom, also. Does anyone have a really good explanation or tutorial on how to add custom sprites to DB's "THINGS" menu? Thanks in advance. 0 Share this post Link to post
GreyGhost Posted April 20, 2009 Are the sprites located between "SS_START" and "SS_END" markers? If they're not replacing sprites in the IWAD - are they accompanied by a DECORATE script? I'm assuming they're for a ZDoom map, in which case another good place to look for answers is the ZDoom forums. 0 Share this post Link to post
B!ohazard Posted April 20, 2009 Yes, they're between the "SS_START" and "SS_END" markers, but I don't know how to do a DECORATE script...and Google has so far failed me. I'm rather new to mapping for DOOM, you see. :v None of my mapping know-how from making Wolfenstein and Duke 3D maps helps much. Yes, they're for a ZDoom map. I've figured out how to do MAPINFO lumps and such, but not the DECORATE one. Is there a tutorial for how to make one? I heard for XWE you can just create a new entry lump named "DECORATE", yet I haven't been able to find out what info is supposed to go in there. 0 Share this post Link to post
Cat God25 Posted April 20, 2009 I remember adding things to doom builder and i forgot how,i looked in the doom builder config file for doom 2 and found this at the bottom: Asis { color = 4; // Red arrow = 0; title = "Asis"; width = 16; sort = 1; height = 20; blocking = 0; hangs = 0; 8001 { title = "Power Shell"; sprite = "SELLA0"; height = 25; } 8675 { title = "Chew"; sprite = "GUNWA0"; height = 25; } 4445 { title = "Sing"; sprite = "SINGA0"; height = 25; } 8679 { title = "Bouncy Ball Weapon"; sprite = "ABCDA0"; height = 25; } 8005 { title = "Bouncy Balls"; sprite = "ABCCA0"; height = 25; } 8680 { title = "Bouncy Ball Thrower"; sprite = "ABCDA0"; height = 25; } } } This created a new subject called "asis" at the bottom of the list. Copy this: Hello { color = 4; arrow = 0; title = "Cat God25 is stupid"; width = 16; sort = 1; height = 20; blocking = 0; hangs = 0; 8001 { title = "Power Shell"; //This is what you want your object to be called sprite = "SELLA0"; //The sprite it uses height = 25; } into your doom 2 config, paste at the bottom (make sure you make a copy first, and that you paste it above the last bracket) And this should add your object into there. Also, when adding sprites in XWE, make sure your in the sprites section, otherwise it might not work. 0 Share this post Link to post
B!ohazard Posted April 20, 2009 Alright, I'll give it a try. :D Thanks for the help. 0 Share this post Link to post
Cat God25 Posted April 20, 2009 It won't show in doom builder, only as a question mark. but will show in game. 0 Share this post Link to post
GreyGhost Posted April 20, 2009 Blindly editing the config files is a great way to get Doom Builder to crash and burn. Using a DECORATE lump is the preferred way of adding to the Thing Types list when mapping for ZDoom and it's relatives, config file changes - on the other hand - are high maintenance, unneccessary and counter-productive. B!ohazard said:I've figured out how to do MAPINFO lumps and such, but not the DECORATE one. Is there a tutorial for how to make one? I heard for XWE you can just create a new entry lump named "DECORATE", yet I haven't been able to find out what info is supposed to go in there. There's a handful of tutorials here and plenty of examples scattered throughout the DECORATE reference. It'd be possible to give you more specific assistance if we had some clue as to what the sprites are for. 0 Share this post Link to post
B!ohazard Posted April 21, 2009 They were just decorations, nothing overly complicated. All the information I seem to come across is only for adding monsters or weapons, not a single deocrative object such as a lamp or a pile of skulls, something like that. 0 Share this post Link to post
Gez Posted April 21, 2009 That's the simplest, so there was no real need to document them, contrarily to complex actors such as monsters and weapons. Remember that the wiki is not just a reference, it is also a wealth of examples. All the standard actors are defined in Decorate now, so if you wonder how an item such as the heart column or the tech lamp are created, just look at their code, copy it, and adapt it as appropriate to your actors. From this page you can access all classes. A few abstract examples:ACTOR SomeDecoration <doomednumber> { Game Doom // Optional for your mod, since it's not likely to be run with other other games so it won't interfere Radius 16 // Or whatever other value is appropriate Height 34 // Likewise +SOLID States { Spawn: DECO A -1 // Replace DECO and A by the name and frame of your sprite, of course Stop } } ACTOR SomeAnimatedDecoration <doomednumber> { Game Doom Radius 16 Height 34 +SOLID States { Spawn: DECO ABCD 5 // Cycle through four frames, adjust as appropriate Loop } } ACTOR SomeShinyAnimatedDecoration <doomednumber> { Game Doom Radius 16 Height 34 +SOLID States { Spawn: DECO ABCD 5 Bright // With that keyword they're always fullbright Loop } } 0 Share this post Link to post