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OverlordRhode

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Posts posted by OverlordRhode


  1. bytor said:

    Open Map01 of the Doom2 iwad in your editor and look how they've done it.


    I smashed my head into my keyboard upon reading this.

    A simple solution. One that makes me stupid for not thinking of.
    Upon trying to play test the first doom level, it says there's a bad texture directory, which I find slightly ironic considering there have been no changes done to the doom2.wad

    But I did what it was doing, and I got it to work successfully.
    Thanks for the help on that. I'll look to the original wads for any of those basic editing needs.


  2. Everyone's got to start somewhere.

    I've turned up the height, and given the outside sectors the F_SKY1 as the ceiling, but they simply apply that texture as an actual ceiling texture instead of changing it to a sky background.

    I've removed the middle textures on the sectors bordering the outside area, but I'd like to have a wall on the outside of the building.


  3. Yes, it is zdoom in hexen format.

    They're in a separate resource. I didn't feel i needed to include that. If they were simply missing, you'd still have, in doom builder, the red warning symbols showing, but at least you know a texture is supposed to be there.

    EDIT: While I use doombuilder, it simply is see through, instead of showing the red warning symbols. I've tried even putting the texture in all three spots, upper, middle and lower to see if that would fix it, but it doesn't.

    One interesting thing though, is on the inside wall, the wall that touches the sector with the matching height and ceiling hieght, it requires it to be on the 'upper' texture. It's strange that the inside wall would require this instead of it being put in the 'middle' zone.


  4. I have a wall currently on my map that, from one side, the texture choosen for it is correct, though it for some reason is using the 'upper' side def, instead of the middle where most wall textures go.

    When this wall is viewed from the other side, you can see right through it, even though I've tried placing a texture in upper, middle, and lower.

    I have double-sided checked in the properties, so I'm not sure really why I would not be able to see my texture there, or at least the red texture that says your texture is missing.

    Ideas?

    Edit:I was redirected to this forum from the doom builder forum.
    Basically, creating an outdoor area. I don't seem to be doing it right from what I was told in the other topic I had going in the doom builder forum. I have the floor and ceiling height the same, which is what I had read somewhere to make an outdoor area.

    This seems to create a problem with any sectors that come in contact with it, as the textures won't appear.


  5. Gez said:

    .
    Convert it to Doom Gfx (or, if your port support other graphic formats as well, PNG so that the image's own palette is kept) and there you go. Don't forget to set offsets for the sprites (Slumped has an auto-offset function, which again is accessed through the context menu). Then save.


    I've been able to do that ,and I click save. But as soon as I go to a different type of lumps, and come back to sprites, it's missing. The type stays "Graphic Interchange Format" and does not change it to sprite.

    And I am using zDoom with Doom Builder.

    The picture of the .gif will appear in Slumped, and allow me to change offsets, but when I click save changes, and like I said, come back to it, it's gone, as if it's not saving. I know I don't need to add it to TEXTURES1 or PNAMES as i'm not using it as a wall texture.


  6. I have a wall currently on my map that, from one side, the texture choosen for it is correct, though it for some reason is using the 'upper' side def, instead of the middle where most wall textures go.

    When this wall is viewed from the other side, you can see right through it, even though I've tried placing a texture in upper, middle, and lower.

    I have double-sided checked in the properties, so I'm not sure really why I would not be able to see my texture there, or at least the red texture that says your texture is missing.

    Ideas?


  7. I've browsed around the Wikipedia site that has explanations for coding the object so it can behave a certain way in the game, and that part I have so far understood.

    When I open my Doom .wad inside of SLumpEd, and go to graphics, I import the .gif image of a tree, and it appears. It says the 'type' is still an image format, and looking at the other sprites, they say type "sprite". I have been unable to figure out how transfer it become a sprite, and then how to attach the script to the sprite to be used in Doom Builder 2.

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