Yukarin Posted June 30, 2012 Hi all, I'm looking for some help with editing in vanilla doom. So have a look at these scenarios and see if you can help me with them. How do I raise/lower sectors like this at the same time? And how do I use the stairs build special along a path like this? Any help would be appreciated 0 Share this post Link to post
tempun Posted June 30, 2012 sgt dopey said:Hi all, I'm looking for some help with editing in vanilla doom. So have a look at these scenarios and see if you can help me with them. How do I raise/lower sectors like this at the same time? http://imageshack.us/photo/my-images/14/halp1.png/Consider merging the sectors. 0 Share this post Link to post
boris Posted June 30, 2012 sgt dopey said:And how do I use the stairs build special along a path like this? http://imageshack.us/photo/my-images/9/halp2.png http://www.youtube.com/watch?v=Faq8uKml85o 0 Share this post Link to post
Gez Posted June 30, 2012 He'd lose the 3D effect if he merged them. (Which is quite pronounced here by the way; a height difference of just one or two map units would seem more reasonable and less like a trip hazard.) If the sectors all have the same tag, and you use a platform special that moves by value rather than to lowest/highest/nearest neighboring floor/ceiling, then they should all move together and maintain the structure. The only such specials in vanilla allow to raise the tagged sectors by 24 or 32 units. This is all you can do. For the stairbuilding question, remember that stairs are propagated by two-sided linedefs where the first side (the little peg in the map editor) is pointed to the previous step. So, it's just a question of flipping linedefs. Also, make sure that the sides of the steps are pointed towards the room sector so that it isn't transformed into a step. boris said:http://www.youtube.com/watch?v=Faq8uKml85o Chubz doesn't know about flood fill, apparently. Nor about selecting the sectors in sector mode, switching to linedef mode, and giving them lower textures all at once. 0 Share this post Link to post
tempun Posted June 30, 2012 Gez said:This is all you can do. *cough* AV level 24 *cough* It's once-only, though. 0 Share this post Link to post
Yukarin Posted July 8, 2012 Here's a new question, How do I make an animated texture? 0 Share this post Link to post
GreyGhost Posted July 8, 2012 The only vanilla-compatible options I know of are patch replacement (naming your patches so they'll replace an existing animated texture) or using one of the animations that doesn't appear in all IWADs. There's a list in the Wiki. 0 Share this post Link to post
Yukarin Posted July 8, 2012 I tried adding the WFALL textures from plutonia and added them in but I get an error 0 Share this post Link to post
GreyGhost Posted July 8, 2012 Did you add the patches to PNAMES & TEXTURE1 (assuming they exist in your wad)? Suppose I should have made that clear - sorry. 0 Share this post Link to post
Yukarin Posted July 8, 2012 I know how to do that its all in the PATCHES and TEXTURE1 lump 0 Share this post Link to post
GreyGhost Posted July 8, 2012 What are you testing with and is there an error message? 0 Share this post Link to post
Yukarin Posted July 9, 2012 I'm testing with Doom2 in chocolate Doom and the error is: P_InitPicAnims: bad cycle from WFALL1 to WFALL4 0 Share this post Link to post
GreyGhost Posted July 9, 2012 Should run fine in Chocolate Doom, is WFALL4 appearing above WFALL1 in the texture list? The numbers should run sequentially from top to bottom. 0 Share this post Link to post
Yukarin Posted July 9, 2012 Thats what the problem was :P Thank you very much 0 Share this post Link to post
Szymanski Posted July 14, 2012 Nick bakers boom trick demo wad* has a lift with objects on it. I believe it works with vanilla, some require boom. Note that the effect will 'break' if the player/monster is raised into a ceiling, the other sectors will continue moving. Pretty easy to avoid. The effect in AV24 is a bit of a hack. * http://haunt.8m.com/levels.html 0 Share this post Link to post