Rucksack Gamer Posted February 21, 2018 Hello. I'm remaking Doom in Unity, and it's coming along quite well. I have a GUI, a gun programmed, items, etc. However, there's one problem. I want to start working on AI, doors, and elevators, but making the maps entirely by hand is well, time consuming. I was wondering if anyone has a Wad loader for Unity that will let me just slap the original levels into the editor and edit the game right from there. 0 Share this post Link to post
KVELLER Posted February 22, 2018 Maybe @jmickle66666666 could help you? 0 Share this post Link to post
jmickle66666666 Posted February 23, 2018 My doom map loader for unity still breaks on a bunch of doom 2 levels (things like unclosed sectors and too-complex geometry still have problems), and doesn't handle any line actions like doors or lifts. 0 Share this post Link to post
wheresthebeef Posted February 23, 2018 8 hours ago, jmickle66666666 said: My doom map loader for unity still breaks on a bunch of doom 2 levels (things like unclosed sectors and too-complex geometry still have problems), and doesn't handle any line actions like doors or lifts. I'd love to mess with this; building out the basic geometry in Doombuilder and then adding in scripted stuff like doors and lifts sounds a whole lot faster and easier than using a different 3D program or Probuilder. 0 Share this post Link to post
Rucksack Gamer Posted February 25, 2018 On 2/23/2018 at 6:34 AM, jmickle66666666 said: My doom map loader for unity still breaks on a bunch of doom 2 levels (things like unclosed sectors and too-complex geometry still have problems), and doesn't handle any line actions like doors or lifts. Can I use it? My map is like, ridiculously slow because of the amount of Probuilder planes used, and I've only got two rooms, and they aren't even completed... Like I said in the origin post, I don't want to make new maps by hand, that way I can focus on making scripts and stuff as said things are... subpar working at the moment. lol 0 Share this post Link to post
jmickle66666666 Posted February 25, 2018 its all on github here: https://github.com/jmickle66666666/DoomUnity it's not really set up to load a level into the editor and edit it from there, though. it's built to load levels at runtime instead 0 Share this post Link to post
Rucksack Gamer Posted February 25, 2018 11 minutes ago, jmickle66666666 said: its all on github here: https://github.com/jmickle66666666/DoomUnity it's not really set up to load a level into the editor and edit it from there, though. it's built to load levels at runtime instead Cool. Is it going to be something I can use my own player controller and entities on or is it going to run with your stuff? 0 Share this post Link to post
jmickle66666666 Posted February 25, 2018 yeah you can use all your own stuff 0 Share this post Link to post
Rucksack Gamer Posted February 25, 2018 Just now, jmickle66666666 said: yeah you can use all your own stuff Let me rephrase that, is it easy to use my stuff? 0 Share this post Link to post
jmickle66666666 Posted February 25, 2018 I've already said it's not ideal for what you want anyway, so it doesn't really make sense for me to say it's easy. I did, however, try not to tie up systems together much, so implementing your own player controller should be just as easy as swapping out a prefab reference. 0 Share this post Link to post
Rucksack Gamer Posted February 25, 2018 Just now, jmickle66666666 said: I've already said it's not ideal for what you want anyway, so it doesn't really make sense for me to say it's easy. I did, however, try not to tie up systems together much, so implementing your own player controller should be just as easy as swapping out a prefab reference. Alright cool. I'll give it a shot and see if it works. I don't mind if it isn't exactly what I need, but not having to entirely rebuild maps would make it SO much easier to do. 0 Share this post Link to post
Rucksack Gamer Posted February 25, 2018 Okay, it's doing absolutely nothing but giving errors. This is a brand new scene btw. Also, a majority of the scripts wouldn't assign. 0 Share this post Link to post
wheresthebeef Posted February 26, 2018 (edited) I can see it being super useful to not only block out a level you want but also fine tune it in doombuilder, import to Unity, and use Probuilder to sort of trace over it as the final step. You could easily build rooms over rooms this way too and make a bunch of prefabs in Unity for stuff like doors and just put them in the doorways. 0 Share this post Link to post
Rucksack Gamer Posted February 26, 2018 5 minutes ago, wheresthebeef said: I can see it being super useful to not only block out a level you want but also fine tune it in doombuilder, import to Unity, and use Probuilder to sort of trace over it as the final step. You could easily build rooms over rooms this way too and make a bunch of prefabs in Unity for stuff like doors and just put them in the doorways. See, GZDoom Builder can export to OBJ files that Unity can utilize, which is SO useful, but there's one problem there. Okay, I lied, there's two problems with that. Firstly, it doesn't map UV, so you have to do that manually, and secondly, it exports in an extremely gigantic scale... 0 Share this post Link to post
jmickle66666666 Posted February 26, 2018 Scale will always be an issue. You just have to scale the map down to something reasonable for what you want. If you import the obj into blender and save it out again, the materials will be set up correctly; its a problem with how gzdb exports. 0 Share this post Link to post
Beringela Posted January 26, 2019 @Rucksack Gamer you might like this: Scroll down to to the bottom of the thread and pick up the version 4 zip file. Out of the box it loads the shareware doom wad perfectly and is playable. 0 Share this post Link to post