Krull Posted April 11, 2019 (edited) . Edited September 2, 2023 by Krull 0 Share this post Link to post
Barefootstallion Posted April 11, 2019 On 3/17/2017 at 10:26 PM, doopnoop said: How do I copy and paste a texture? The default settings for GZDoomBuilder is as follows: In Visual Mode: Face the texture you want to copy - placing the crosshair in visual mode over it. Hit: CTRL+ALT+C Then to paste the texture onto another surface, face the surface you want to apply the texture to (again with the crosshair) and press your mouse's middle button. Wallah. A pasted texture. To paste a copied texture to several linedefs (like a whole wall with several segments), hold down the SHIFT key when you press the middle mouse button. This works with flats also. Just follow the same as above to copy and paste them. Best of luck! 0 Share this post Link to post
Barefootstallion Posted April 11, 2019 On 2/7/2019 at 3:32 AM, Gez said: I'd suggest using a different lump name for the texture, and you can keep the same texture name in TEXTURE1. Look how most textures in vanilla have names different from their patches. I'd be careful of doing this if one is using DoomBuilder 2. I made a new lump for my custom flats in Slade, and the next time I opened DoomBuilder 2, all of my custom flats showed up as squiggled messes. If I were you and you wanted to differentiate the two without having to go to a lot of trouble, just do something like put an 'f_' before the texture name. Doing that will take up two (of the eight) characters, of course, but it is a much easier solution than trying to make new lumps and stuff. 0 Share this post Link to post
lunoir Posted May 8, 2019 I remeber there being some way using dummy sectors to make a wall texture glow (and only it , not the sector in front) Anyone got an idea how to do it? 0 Share this post Link to post
Gez Posted May 8, 2019 Sounds like one of Boom's transfer light effects. Make a sector with light level 255 (or however bright you want the line to be; it has to be 255 or more to disable fake contrast), tag this sector, and then make a dummy sector with light level 0 (or however dark you want it to be) and make two of its lines have the floor and ceiling light transfer properties (line types 213 and 261) to the tagged sector. You'll get a dark sector with bright walls. I'm not entirely sure about things in the sector are lit; I think I remember reading it wasn't very consistent. You can use the very thin sector trick to resolve the problem by preventing most things from getting in the wall's front sector so the illusion can be complete. 0 Share this post Link to post
Aquila Chrysaetos Posted May 9, 2019 The most obvious solution in my mind is to draw a 1 unit triangle in front of the texture you want to glow and make that tiny triangle sector glow. Its floor and ceiling will still glow, but the sector will be so small that nobody will complain about it. 1 Share this post Link to post
Bridgeburner56 Posted May 9, 2019 @lunoir this is the zdoom/gzdoom version https://zdoom.org/wiki/Transfer_WallLight 0 Share this post Link to post
AJOgames Posted May 10, 2019 I wanted to see if it was possible to create Rise Of The Triad style jump-pads for Doom, so I created this decorate script. Jump-pads in ROTT affected both the player and the enemies, either step on them and be shot up into the air. and I don't know how to do that here, if it's even possible in decorate, This is the decorate script I wrote. ___________________ ACTOR JumpPad 17014 { Radius 35 Height 5 Mass 500 scale 1.5 Speed 0 PainChance 0 MeleeDamage 0 Meleerange 10 Monster +FLOORCLip +NoBlood +LOOKALLAROUND +DONTBLAST +NORADIUSDMG +ACTLIKEBRIDGE +DONTRIP +Invulnerable States { Spawn: JPPD A 1 goto see See: JPPD A 1 JPPD A 0 A_Jumpifcloser(10, "Melee", True) LOOP Melee: JPPD A 0 A_FaceTarget JPPD A 1 A_ChangeVelocity(0, 0, 240,) JPPD BCDEFGHI 0 JPPD HGFEDCBA 1 Goto See Pain: JPPD A 0 A_Pain Goto See Death: TNT1 A 0 A_Scream Stop } } 0 Share this post Link to post
Nevander Posted May 10, 2019 I think you might be better off using ACS in the map itself using an "enter sector" action in UDMF. Then just place the pad actor there in the square sector it resides. You could even integrate the jump sound in the script as well. 0 Share this post Link to post
AJOgames Posted May 10, 2019 6 minutes ago, Nevander said: I think you might be better off using ACS in the map itself using an "enter sector" action in UDMF. Then just place the pad actor there in the square sector it resides. You could even integrate the jump sound in the script as well. The Problem with that is, I know nothing when it comes to ACS coding, I can't find a good tutorial online. but thanks for the advice, seems like a better idea than what I had planned. 0 Share this post Link to post
Empyre Posted May 10, 2019 I think you need to have the JumpPad monster give its target an inventory item which will then use A_ChangeVelocity to push the target upwards. Also, 240 is a very high speed. Try 20 and tweak it from there. How about A_ChangeVelocity (VelX, VelY, 20, CVF_REPLACE)? That would leave the X and Y speeds the same, and set the Z speed to 20, rather than adding a value to the Z speed. 0 Share this post Link to post
AJOgames Posted May 17, 2019 (edited) Got the JumpPad problem fixed, but unfortunately I ran into a problem involving a custom decorate weapon, when I load it into GZDoom, I am unable to select it, despite the KEYCONF being fine, I think it's the main decorate that's the problem, Do you see anything wrong with it, GZDoom itself, when loading the custom content, doesn't really find an issue, but ingame the weapon can't be picked up, and is not usable. ACTOR CyberGloveHand : Weapon 6007 { Weapon.AmmoUse 0 Weapon.AmmoGive 12 Weapon.AmmoType "cell" Attacksound "CYBRGLVF" Scale 0.5 Inventory.PickupSound "cyberglove/Pickup" Weapon.BobStyle Alpha Weapon.BobRangeX 0.6 Weapon.BobRangeX 0.7 Weapon.BobSpeed 1.2 Weapon.SlotNumber 2 Weapon.SlotPriority 0 +NOALERT +NOAUTOFIRE Inventory.PickupMessage "You pick up the cyber-glove." States { Spawn: CYPP A -1 Stop Ready: CYBL ABCBADEFED 3 A_WeaponReady Loop Select: CYBL A 0 A_Raise CYBL A 1 A_Raise loop Deselect: CYBL A 0 A_Lower CYBL A 1 A_Lower loop Fire: CYHF A 1 CYHF BCDE 2 BRIGHT CYHF E 0 BRIGHT A_PlaySound("CYBRGLVF") CYHF E 0 BRIGHT A_FireCustomMissile("CyberPlasma") CYHF DCB 1 BRIGHT CYHF A 0 A_ReFire Goto Ready } } ACTOR CyberPlasma { Radius 11 Height 8 Speed 75 Damage 8 Projectile +RANDOMIZE DamageType "Electric" States { Spawn: CYHF ABCDE 3 Bright Loop Death: CYHF FGH 2 Bright Stop } } 0 Share this post Link to post
AJOgames Posted May 17, 2019 Also, if you want to try the JumpPad yourself, here you go. JumpPad.zip 0 Share this post Link to post
Fartbutt Posted May 17, 2019 Is there a way to organize textures in a wad? For instance, can I create a custom folder with just the textures I want to use in my map? 0 Share this post Link to post
Gez Posted May 17, 2019 No such things as folders in wads; they are "flat" archives. What you can do is create marker lumps to separate groups of patches and flats, but that's all. And editors will ignore them anyway and show you the full list of all available textures. 0 Share this post Link to post
Alper002 Posted May 17, 2019 That is, if you're only using wad files. If you use a PK3 file to put your mod in, you can use folders. I'd only recommend it for bigger mods that really do need that organization, though. 0 Share this post Link to post
Fartbutt Posted May 18, 2019 I'm using Otex and would like to be able to pick from a smaller pool that fits my theme rather than scrolling through all 2037 of its textures. Which editors work with pk3 files? 0 Share this post Link to post
Gez Posted May 18, 2019 Doom Builder 2 and forks; SLADE 3. While it's okay for you to make a cut-down resource with just the textures you're planning on using, keep in mind that the author of OTEX doesn't want you to redistribute modified version, so you should keep it separate from your mod. 2 Share this post Link to post
22_deathgrip Posted May 21, 2019 Hi. Simple question: If I was to resize a base game texture to a higher resolution, does the texture size information need to be changed anywhere, or will the texture resize as appropriate, automatically? 0 Share this post Link to post
Dragonfly Posted May 21, 2019 How are you resizing it? In terms of directly replacing an existing texture within a WAD, the usages of the texture within the game would be replaced accordingly, so if you change a 64x128 texture into a 128x128, it wouldn't tile every 64x128 like it used to, but every 128x128. This question is the kind of one that falls under the category of "try it yourself first", as that's certainly the quickest way to learn things about the game and the tools around it. :) Hope this helps. 0 Share this post Link to post
Empyre Posted May 21, 2019 On 5/16/2019 at 10:41 PM, AJOgames said: Got the JumpPad problem fixed, but unfortunately I ran into a problem involving a custom decorate weapon, when I load it into GZDoom, I am unable to select it, despite the KEYCONF being fine, I think it's the main decorate that's the problem, Do you see anything wrong with it, GZDoom itself, when loading the custom content, doesn't really find an issue, but ingame the weapon can't be picked up, and is not usable. ACTOR CyberGloveHand : Weapon 6007 { Weapon.AmmoUse 0 Weapon.AmmoGive 12 Weapon.AmmoType "cell" Attacksound "CYBRGLVF" Scale 0.5 Inventory.PickupSound "cyberglove/Pickup" Weapon.BobStyle Alpha Weapon.BobRangeX 0.6 Weapon.BobRangeX 0.7 Weapon.BobSpeed 1.2 Weapon.SlotNumber 2 Weapon.SlotPriority 0 +NOALERT +NOAUTOFIRE Inventory.PickupMessage "You pick up the cyber-glove." States { Spawn: CYPP A -1 Stop Ready: CYBL ABCBADEFED 3 A_WeaponReady Loop Select: CYBL A 0 A_Raise CYBL A 1 A_Raise loop Deselect: CYBL A 0 A_Lower CYBL A 1 A_Lower loop Fire: CYHF A 1 CYHF BCDE 2 BRIGHT CYHF E 0 BRIGHT A_PlaySound("CYBRGLVF") CYHF E 0 BRIGHT A_FireCustomMissile("CyberPlasma") CYHF DCB 1 BRIGHT CYHF A 0 A_ReFire Goto Ready } } ACTOR CyberPlasma { Radius 11 Height 8 Speed 75 Damage 8 Projectile +RANDOMIZE DamageType "Electric" States { Spawn: CYHF ABCDE 3 Bright Loop Death: CYHF FGH 2 Bright Stop } } Sorry for the late reply, but my Internet was out since Thursday night. Maybe your KEYCONF isn't fine after all. Please post it so we (I and others, not the royal pronoun) can see if the problem is there. Maybe your sprites are missing or not where the game can find them (between S_START and S_END in a wad or in the Sprites folder in a PK3). Also, although it would cause completely different problem, your projectile is too fast. It's collisions will be buggy, so it might occasionally go through monsters, or even walls. To fix this without having to slow it down, have it inherit from FastProjectile. 0 Share this post Link to post
Lianam Posted May 26, 2019 I'm looking for some textures for selves, lockers, things like that. Does anyone know a texture pack that has some those things that I can use? 0 Share this post Link to post
Aquila Chrysaetos Posted May 26, 2019 Doom-style textures on Realm667, scroll down to Doom Potpourri, there are locker textures in that wad, and other very useful textures, too. 0 Share this post Link to post
Lianam Posted May 26, 2019 I've checked through several textures packs on Realm667 including Potpourri, but none of them really have what I'm looking for; sinks, chairs, ovens, beds, selves, the kind of things you'd find in a lived in environment. I know several mods I've played have these kind of things, like Blade of Agony and the Mars and Earth sections of Hell on Earth, but I'd rather avoid taking textures from them without asking. Is there a certain etiquette for borrowing textures? I new to doom modding so I don't know what constitutes being an asshole in this community. 0 Share this post Link to post
KVELLER Posted May 26, 2019 (edited) 3 hours ago, Lianam said: Is there a certain etiquette for borrowing textures? I new to doom modding so I don't know what constitutes being an asshole in this community. The Readme file that comes with most mods usually says whether or not you're allowed to use its resources. If there's no information about that, then you should try asking the mod's author directly. If you take resources without permission, there's a high chance you'll piss someone off. 3 Share this post Link to post
Lianam Posted May 27, 2019 (edited) Is anyway to offset the textures of flats the same way you can to wall textures and scale textures? I tried modifying parameters in the custom tabs of sectors and lindefs in UDMF, but they don't seem to be doing anything. Edited May 27, 2019 by Lianam 0 Share this post Link to post
Kappes Buur Posted May 27, 2019 (edited) 6 hours ago, Lianam said: Is anyway to offset the textures of flats the same way you can to wall textures and scale textures? I tried modifying parameters in the custom tabs of sectors and lindefs in UDMF, but they don't seem to be doing anything. Since you are using UDMF you are in luck. Can even be done interactively in the previewer mode. Adjust offsets of flats Similarly you can adjust the offsets of linedef textures Edited May 27, 2019 by Kappes Buur 0 Share this post Link to post
DuckReconMajor Posted May 27, 2019 This may have been asked before, in which case I apologize. Say you have a Vanilla-compatible wad but want to include a DeHackEd patch. Can you embed a DEHACKED lump for advanced ports while including a separate patch for vanilla ports? Or will they conflict? 0 Share this post Link to post
Nine Inch Heels Posted May 27, 2019 11 minutes ago, DuckReconMajor said: Say you have a Vanilla-compatible wad but want to include a DeHackEd patch. Can you embed a DEHACKED lump for advanced ports while including a separate patch for vanilla ports? Or will they conflict? I think the rule of thumb usually is that whatever is loaded last will override whatever precedes it. Whether that holds true for dehacked patches I don't know. However, if you're gonna have 2 DEHs anyway, might was well not put any in the wad, and tell people to load whichever one is intended for source port of choice. 1 Share this post Link to post
Dragonfly Posted May 27, 2019 Another option, depending on what ports are your target advanced ports - You can redefine the modified actors with DECORATE/EDF/what have you. 1 Share this post Link to post