HyperLuke Posted April 27, 2017 5 hours ago, Gez said: It's not the editor that matters; you can't shoot and nothing blocks you in the editor. Tell which port you're using, because that's what determines what features are available to you. GZDoom UDMF. 0 Share this post Link to post
Nevander Posted April 27, 2017 9 hours ago, HyperLuke said: How to make those fences that block your way but you can shoot and see through? Using GZDoomBuilder That just the fence as a midtexture and then the impassible flag set. In vanilla and Boom that blocks monsters and the player but always always hitscan and projectiles. In UDMF you get more options. Same setup, but then you can make it block projectiles or hitscan, block monsters only or player only, so and and so forth. 0 Share this post Link to post
Gez Posted April 27, 2017 You also can make it a 3D_middle_texture so that it is only blocking on the visible area but it doesn't block movement above the texture. 1 Share this post Link to post
Phade102 Posted April 27, 2017 Can anyone point me to any guides on how to change the skybox textures in doom 2? I want to use a different skybox (Such as episode 4 of ultimate doom) as the first set of levels (1-11) but i'm pretty new to this stuff, and hte last time I tried I ended up deleting all the textures from my tnt.wad. 0 Share this post Link to post
Gez Posted April 27, 2017 Well the simplest is to use a texture editor and redefine the SKY1 texture (you can change which patches it uses). 0 Share this post Link to post
Empyre Posted April 27, 2017 An even simpler way would be to replace the rsky1 patch. This will work even in vanilla, but it will replace the sky in all the maps of the first chapter, as would Gez's suggestion. For ports that support it, MAPINFO could do it for you, too. 0 Share this post Link to post
Gez Posted April 27, 2017 If you just replace the RSKY1 patch, it won't work in Plutonia or TNT. :p 0 Share this post Link to post
Empyre Posted April 27, 2017 7 minutes ago, Gez said: If you just replace the RSKY1 patch, it won't work in Plutonia or TNT. :p Oh, I didn't know that. I've never mapped for those iwads. Why won't it work? 0 Share this post Link to post
Zemini Posted April 27, 2017 (edited) Got the episode set up figured out thanks. A lot more simpler than I thought. Wish I could do a Q1 like system, but Ill just get back to map making for now. Anyone know the standard for episode length? My OCD wants 10 levels each! Edited April 27, 2017 by Zemini 0 Share this post Link to post
Gez Posted April 27, 2017 12 minutes ago, Empyre said: Oh, I didn't know that. I've never mapped for those iwads. Why won't it work? Because they're defined differently. The SKY1 texture in Plutonia is defined from the SKY1 patch; the SKY1 texture in TNT is defined from the DOEDAY, DONDAY, DOWDAY and DOSDAY patches. Likewise, Plutonia SKY2 is made of SKY2A, SKY2B, SKY2C, and SKY2D; TNT SKY2 is DOENITE, DONNITE, DOWNITE, and DOSNITE; Plutonia SKY3 is SKY3A and SKY3B; TNT SKY3 is DOEHELL, DONHELL, DOWHELL, DOSHELL. 0 Share this post Link to post
Phade102 Posted April 27, 2017 I'm still really insanely new to doom texture editing and such, so sadly its not the easiest thing for me to do. I really dont like the default doom 2 initial sky texture, I really want the orange sky from doom 1 ep 4. 0 Share this post Link to post
Gez Posted April 27, 2017 Open your wad in SLADE 3. Click on the texture editor button (blue T in front of bricks). If it asks to create a texture lump, tell it to import from base resource archive (you need to have previously set Doom II as your base resource archive, so do that first if you haven't yet). In the main editor, add the SKY4 patch to your archive, then right click on it and select add to PNAMES. Then in the texture editor, go to SKY1, select its patch (should be RSKY1) and click on the replace patch button (the one with two horizontal arrows) and choose the SKY4 patch. 0 Share this post Link to post
Phade102 Posted April 27, 2017 1 hour ago, Gez said: Open your wad in SLADE 3. Click on the texture editor button (blue T in front of bricks). If it asks to create a texture lump, tell it to import from base resource archive (you need to have previously set Doom II as your base resource archive, so do that first if you haven't yet). In the main editor, add the SKY4 patch to your archive, then right click on it and select add to PNAMES. Then in the texture editor, go to SKY1, select its patch (should be RSKY1) and click on the replace patch button (the one with two horizontal arrows) and choose the SKY4 patch. Thanks Gez, ill give that a shot! 0 Share this post Link to post
Burktross Posted April 28, 2017 Can someone tell me if Zandronum handles "RandomSpawner" differently in multiplayer than in singleplayer? Actor HunterSpawner : RandomSpawner 16101 { //$Category HM Spawners //$Sprite HUNTA1 //$Color 16 DropItem "XenoHunter", 168 } Actor HunterSpawnerLow : RandomSpawner 16102 { //$Category HM Spawners //$Sprite HUNTA1 //$Color 16 DropItem "XenoHunter", 100, 8 DropItem "FaceHugger", 230, 1 } Actor FaceHuggerSpawner : RandomSpawner 16108 { //$Category HM Spawners //$Sprite HUGRA1 //$Color 16 DropItem "XenoHunter", 150, 1 DropItem "FaceHugger", 190, 10 } These things work perfectly in SP levels, but the second they are put onto a Zandronum 3.0 170416-0710 server, the spawners make things at practically 1/4th the rate they should be. 0 Share this post Link to post
Dragonfly Posted April 28, 2017 I would assume the Zandronum forum would be a better place to ask, if you haven't already. :) 0 Share this post Link to post
Xyzzу Posted April 29, 2017 (edited) . Edited April 29, 2017 by Xyzzy01 : nevermind I figured it out :P 0 Share this post Link to post
Phade102 Posted April 29, 2017 Can someone tell me the best way to make circles in doom builder? I tried the curved line tool, but i'm not entirely sure how it works. is there an easier way? 0 Share this post Link to post
Dragonfly Posted April 29, 2017 (edited) I tend to draw 4 lines and then use the curve lindef tool. Here's a couple of screenshots explaining it. (FYI this is GZDoom Builder, but this same method worked in the old-school Doom Builder too.) Step 1: Draw a 4-point rectangle at a 45 degree rotation, like illustrated in the image below: Step 2: With the linedefs selected in linedefs mode (L hotkey), click on the curve linedefs button along the top toolbar: Step 3: Now mess about with the settings that have appeared where the curve linedef tool used to appear. For your case, ensure the fixed circular curve button is enabled, and select 90 degrees for your angle. When you're happy with your choice, press enter or click the tick button to the right of the fixed circular curve button. 0 Share this post Link to post
scifista42 Posted April 29, 2017 (edited) GZDoom Builder has a Draw Ellipse mode, which creates circular or elliptic shapes directly, similarly how graphic editors do. In Doom Builder 2, you must draw an orthogonal linedef, curve it with distance parameter equal to half the linedef's length, then draw another linedef in the same place but with the opposite direction, and curve this linedef as well with the same distance. 0 Share this post Link to post
Gez Posted April 29, 2017 SLADE 3 has a draw shape mode (shift + space). 0 Share this post Link to post
Phade102 Posted April 29, 2017 2 hours ago, Dragonfly said: I tend to draw 4 lines and then use the curve lindef tool. Here's a couple of screenshots explaining it. (FYI this is GZDoom Builder, but this same method worked in the old-school Doom Builder too.) Step 1: Draw a 4-point rectangle at a 45 degree rotation, like illustrated in the image below: Step 2: With the linedefs selected in linedefs mode (L hotkey), click on the curve linedefs button along the top toolbar: Step 3: Now mess about with the settings that have appeared where the curve linedef tool used to appear. For your case, ensure the fixed circular curve button is enabled, and select 90 degrees for your angle. When you're happy with your choice, press enter or click the tick button to the right of the fixed circular curve button. Thanks a ton Gez! I forgot i'm using gzdoom builder so its a bit different, but i'm pretty sure this method actually works! 0 Share this post Link to post
Phade102 Posted April 29, 2017 Okay, having another issue that I cant figure out. In the screenshot below, the mid texture i'm using is bleeding through the door. this is only happening in zdoom, and not gzdoom, so I'm assuming its an issue with the software renderer zdoom uses. I was wondering if anyone knows of a fix? 0 Share this post Link to post
Gez Posted April 29, 2017 For a ZDoom map, the simplest is to put "ClipMidTextures" in its MAPINFO definition. Another possibility is to use a different light level on the other side (this will force the renderer to treat the front and back sectors as being different planes; the midtextures aren't clipped because the renderer uses a shortcut and treat both sectors as the same plane when possible, and when it does that it forgets to clip mid textures that are fully inside the plane). In this case I'd recommend using a different light level anyway because these small waterways should logically be darker. 1 Share this post Link to post
Phade102 Posted April 29, 2017 16 minutes ago, Gez said: For a ZDoom map, the simplest is to put "ClipMidTextures" in its MAPINFO definition. Another possibility is to use a different light level on the other side (this will force the renderer to treat the front and back sectors as being different planes; the midtextures aren't clipped because the renderer uses a shortcut and treat both sectors as the same plane when possible, and when it does that it forgets to clip mid textures that are fully inside the plane). In this case I'd recommend using a different light level anyway because these small waterways should logically be darker. Thank you again Gez, that fixed it. 0 Share this post Link to post
Dragonfly Posted April 30, 2017 On 2017-4-29 at 1:42 PM, Phade102 said: Thanks a ton Gez! I forgot i'm using gzdoom builder so its a bit different, but i'm pretty sure this method actually works! I'm not Gez. 0 Share this post Link to post
Misty Posted April 30, 2017 I don't understand why everytime when I try convert picture in Doom flat(picture is 64x64 as usual) in slade,after conversion program doesn't recognise that converted picture as flat and shows me as unknown entry. I just really need explanation why this happens a lot. 0 Share this post Link to post
scifista42 Posted April 30, 2017 It's just SLADE3 mislabeling the flat, which actually gets converted properly, and if you save the wad, close it in SLADE3 and open it again, it will recognize the flat. 0 Share this post Link to post
Misty Posted April 30, 2017 3 minutes ago, scifista42 said: It's just SLADE3 mislabeling the flat, which actually gets converted properly, and if you save the wad, close it in SLADE3 and open it again, it will recognize the flat. Damn,I thought I did something wrong here. They should fix this thing,it's quite annoying. Anyway,thank you. 0 Share this post Link to post
Zemini Posted April 30, 2017 I have a lot of questions regarding textures. I am trying to organize them the best way possible to make map making faster. 1. TX verus PP? Do add them to Patch table or Texture? What does this mean exactly? 2. How do you manage textures when there are thousands of them? If I load up 20k textures on Slade 3, things get a little slow. What do map makers do? Just pick a set from one of the pk3's? 3. How do I put textures into categories? Lets say I have a brick texture that I want it be seen under Brick and/or another type like Hell or Base. Thanks 0 Share this post Link to post
Misty Posted April 30, 2017 (edited) 12 minutes ago, Zemini said: I have a lot of questions regarding textures. I am trying to organize them the best way possible to make map making faster. 1. TX verus PP? Do add them to Patch table or Texture? What does this mean exactly? 2. How do you manage textures when there are thousands of them? If I load up 20k textures on Slade 3, things get a little slow. What do map makers do? Just pick a set from one of the pk3's? 3. How do I put textures into categories? Lets say I have a brick texture that I want it be seen under Brick and/or another type like Hell or Base. Thanks 1.It's better to include them in PP_START and PP_END and FF_START and FF_END entries and if you include them in TEXTUREx lump,they automatically goes to PNAMES lump. 2.Why you need thounsands of textures?If you don't plan to do megawad,you won't use half of them for one map. 3.You can check CCtex for category example. (that texture pack is included in Community Chest4 megawad) 0 Share this post Link to post