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DOOM mapping enthusiast

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  1. To run the ipk3 file with GZDoom 4.6.1 follow the instruction on Nash's webpage. The best way would be through a batch file (ie play.bat), for example gzdoom.exe -iwad MyStandaloneGame.ipk3 and locate it in the GZDoom folder. MyStandaloneGame.ipk3 should also be in the GZDoom folder. Obviously you do not need any other IWAD (Doom.wad, Doom2.wad, etc.) for that. Doubleclick the bat file. To load the ipk3 file into UDB you need to unzip the ipk3 file first. Then load MAP01.wad from the MAPS folder. Include the ipk3 file as a resource. Also include the gzdoom.pk3 file as a resource, but tick the exclude box for that one. If you just want to see all the constituent parts of the ipk3 file, open it with Slade3. See other standalone games done with GZDoom here.
  2. Unfortunately not. But it is relatively easy. Think of Slade3 as a database listing every lump contained within 2 possible file structures, a wad file like Doom2.wad, where each entry is shown in between specific namespace identifiers. Sprites between S_START and S_END markers, flats between F_START and F_END markers, patch textures between PP_START and P_END markers, etc. or pk3 structure like in Gene-Tech: Before the storm a map made by Enjay which I like to quote because it is a perfect example of how to structure a pk3 file and it is done with just actor models instead of sprites. where entries are shown in namespace folders and subfolders. Text files for the various definitions are shown in the root. To familiarize yourself with GZDoom, my tutorials may be of assistance.
  3. Your best, and probably only, option is to use the GZDoom sourceport GZDoom official GZDoom development for making a standalone game for DOOM. Besides the sourceport you will need a map editor, at this point the latest is Ultimate Doom Builder (OpenGL 3.3 or above) or the predecessor GZDoom Builder Bugfix (DirectX9) and a program which inserts the various lumps into the wad file Slade3 for adding or editing (but not creating). When creating your wad files it is best to use the Ultimate Doom Mapping Format GZDoom Doom2 (UDMF) Just a word of warning: Doomworld is inhabited by mostly mappers for the original Doom format, and a core group is especially fanatical about keeping their maps pure, and I mean pure, not to be 'spoiled' by features which are offered by advanved sourceports. That is not to say that you will encounter only those purists, there are a number of very good and extremely good mappers who have made some really fantastic maps, with those advanced features offered by GZDoom, including models of various kind. My advice is to tread softly here on Doomworld, do not mention the limitations of the Doom engine, lest you suffer jabs, insults and belittlement. Definitive answers to specific questions can be gleened from the ZDoom Wiki. I would suggest to visit the ZDoom forum to find out how you fare there. If you need help with something just ask in the Zdoom forum.
  4. DOOM mapping enthusiast

    How to make parts of a texture glow? [pointless derail]

    This will be my last post in Doomworld. I will not be engaged any longer in a forum where a civil tone is not enforced. The administrator does not agree with me and issued a warning to me, which is okay by me. Many of those lodged in the community of original Doom mapping will be happy to see me go, no more promoting GZDoom from me. For those interested in getting help with mapping, mainly for GZDoom, but I have given help for any mapping format in the past, I am active on the ZDoom forum. But before I go, here is an example pwad for @vedan to show how easy it is with GZDoom/UDMF MAP01.7z
  5. DOOM mapping enthusiast

    How to make parts of a texture glow?

    Since you are such a knowing person, it would be nice if you could upload an example pwad instead of using profanity to make a point. I'm sure @vedan would be happy to see a working example.
  6. DOOM mapping enthusiast

    How to make parts of a texture glow?

    For GZDoom one can make brightmap textures, which, of course, is not possible in the orignal doom format. However, if the written part of the texture is transparent, then you can create a shallow sector behind the texture and through some trickery increase the brightness of that sector, making it appear that the text is glowing. Although done in DiHF, doomraider.wad did exactly that to great effect.
  7. DOOM mapping enthusiast

    Slade3 and editing SWITCHES

    Not dumb at all, the same thing happens to me. It seems that Slade3 is not able to create a new SWITCHES lump. However, it can edit an existing SWITCHES lump. For example: load the file BOOMEDIT.WAD into Slade3 and both, ANIMATED and SWITCHES, in their compiled state are properly recognized. I have not used Slade3 to create or edit either ANIMATED or SWITCHES, so this is just from what I observe, at the moment, from messing around with this. Usually I make a dat file and compile it with swantbls.exe. edit Following Gez's advice I got it to work properly with Then selecting the SWITCHES lump all switches are displayed. From there enter the new switch textures and specify the format 2 or 3, and delete all other entries if so desired. It would be nice if that were reflected in the Slade3 WIKI tutorials.
  8. DOOM mapping enthusiast

    How do I make faux 3D bridges with a lattice

    I guess it's for original Doom/Boom format? Take a look at these examples from the Doomworld editing tricks page https://www.doomworld.com/tutorials/fx8.php https://www.doomworld.com/tutorials/fx9.php
  9. DOOM mapping enthusiast

    3D Floors not Working

    There are several ways to accomplish a 3D floor as outlined in this tutorial. See 3D floor mapping techniques
  10. DOOM mapping enthusiast

    Decorate Monster not showing up Correctly

    You do not need to place each and every sprite in between the same S_START / S_END. As you add more DECORATE actors, each actor can be contained in its own space, for example: What I like to do is, make a Marker such as ======== to define each actor in its own section ======== actor 1 lumps ======== actor 2 lumps ======== actor 3 lumps ======== actor n lumps ======== they are cumulative and are easily edited if need be. However, if you add more than about 10 actors you might want to consider the pk3 file structure and place the lumps into their respective namespace folder with appropriate subfolders. If you want to see a well managed pwad then take a look at Gene-Tech: Before the Storm
  11. DOOM mapping enthusiast

    Can I manipulate linedefs more precisely? (doom builder 2)

    For some reason it is Doombuilder2 which is chosen by most newcomers to DOOM mapping, and while one can build maps quite easily with DB2 there have been quite a few improvements made to the editor over the years with iterations like Doombuilder2 by doomimp (r1 to r1630) GZDoom Builder by MaxEd (r1631 to R2791) GZDoom Builder Bugfix by ZZYZX (R2792 to R3090) Ultimate Doom Builder by ZZYZX and biwa (r3091 to 3794) and other programmers throughout the years For example, you are wanting to alter the grid size. Starting with GZDB this can be done dynamically by pressing Alt and scrolling the mouse wheel up/down, to change the grid from 1024 to 0.125. Another important, almost invaluable, tool is event lines as I pointed out in this post. If you want to use any of the other editors I do not know, but, if you want to stick with DB2 than DoombuilderX would be a better choice. DBX is the same as DB2 but compiled to be a more robust editor.
  12. DOOM mapping enthusiast

    Need help

    Doombuilder2 being, by todays standards, an ancient map editor it lacks many refinements and updates of what is available and possible with the latest iteration of the DB2 family, namely Ultimate Doom Builder. First introduced with GZDoom Builder, event lines highlight the interactions between like tagged events, as in your case the linedef for the Generic Door (tag2) and the door sector (tag2). As boris pointed out there are other sectors than the door sector tagged as tag2, which means that all these sectors act upon the Generic Door special. To restore your map to work properly, simply give the other two sectors a tag 0. And while you are at it, also delete the linedef special from the small linedef of the stub wall.
  13. DOOM mapping enthusiast

    Where can I find a list of DeHackEd entity base state values?

    Maybe this link and/or this link will help.
  14. DOOM mapping enthusiast

    How do you add all 6 parts of a skybox?

    Just to clarify. What you show in the OP is a simple sky texture, not a sky box. A while back I made a tutorial, which includes a map, explaining how to construct a skybox for GZDOOM. Specify the sky name and the sky images in GLDEFS. Then use the sky name in MAPINFO.
  15. DOOM mapping enthusiast

    How do you add all 6 parts of a skybox?

    For DOOM or BOOM you can use the following sizes 4 256 x 128 spanning 90° each 2 512 x 128 spanning 180° each 1 1024 x 128 spanning 360° For the sky the top colour of the image is applied and for the ground the image repeats. For examples of such sky textures see Post your Doom textures!. In all cases the sky texture must tile horizontally. GZDOOM, and probably other advanced sourceports, can handle sky textures which are much larger but should, ideally, follow power of 2 sizes. Again, in all cases the sky texture must tile horizontally. 6 sided sky textures are used for a skybox, 4 textures one for each cardinal direction (east, south, west, north) and 2 textures one each for top (sky) and bottom (ground). For examples see Kothic skies. In this case the sky textures must tile horizontally and vertically.
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