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Kappes Buur

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Everything posted by Kappes Buur

  1. Kappes Buur

    E1M0 map name with .bex

    Naming your map E1M0 will result in the start menu. However, in GZDoom you can load the map through the console with MAP E1M0
  2. Kappes Buur

    How would I go about making an HD texture pack?

    https://zdoom.org/wiki/TEXTURES#Hi-res_textures_.28Deprecated.29
  3. Kappes Buur

    How to I make a CWILLV00

    Use a graphics editor like Paint.net and make a graphic like a simple text image like for Deus Vult or a more elaborate image like in Eviternity.
  4. Kappes Buur

    Doom Builder 1.68

    It works for Win10 However, it may have a problem with 3D view.
  5. Kappes Buur

    How to I make a CWILLV00

    For any port able to show CWILVxx you just supply a new graphic If you want to give a map a new name, then you also have to change the name in Whacked. For an advanced port like GZDoom you can just specify the map name in a MAPINFO lump, for example
  6. IMO, if you are proficient in both, modeling and spriying, then there is no contest. For simple actors like stickmen then spriting is easier. For complex actors those in Quake it is easier to do them as a model. Just look at Amuscaria 's actors for Hell-Forge, it is far more labor intensive to produce the rotations for each state.
  7. Kappes Buur

    help with Doom title tips

    In advanced ports like GZDoom, ZDoom, Zandronum you can make acs scripts to do what you are trying to do.
  8. Kappes Buur

    Newbie mapper asking for help

    Any of these questions can be answered by using GZDoom Doom2 (UDMF). 1. Select gzdoom.pk3 for GZDoom maps so that the editor can find the GZDoom features. Also tick Exclude this Resource ... UDMF is a mapping standard in text format to replace the previous formats to simplify many mapping chores to keystroke actions. 2. The best way is something like Audacity I suggest using ogg instead of mp3 3. Do a search here and on ZDoom forum for texture packs. Also check Realm667 4. Customize specific actors with Inheritance. 5. Do a search for sky textures, in general skies are just simple images, either 256x128 for 1 quadrant, 512x128 for semi circle or 1024x128 for full circle or apply skybox
  9. Kappes Buur

    Is there a DB2 version that you can mix flats and wall textures?

    Depending on how far you created your map, size and action specials, you can convert your map to GZDoom instead of redoing it all. Two step process: zdwadconv (Doom/Boom to DiHF) then DB2/X (DiHF to UDMF)/ Since GZDoom is compatible with the Texture1/2/PNAMES concept your can use existing textures. If you want to add new textures, in png format, you simplu add them between TX_START and TX_END markers.
  10. ObsidianRavager.zip is an actor (monster) done with ZSCRIPT and thus GZDoom specific. zip.zip is a pwad done for DOOM/BOOM format and thus not compatible with the actor. Solution: Convert your pwad to GZDoom format, either Doom in Hexen format (DiHF) or Universal Doom Map Format (UDMF). Add the actor to the convertedpwad. Add a MAPINFO definition with a DoomEDnums block to specify a Thing Type number. Search Doomworld for convert to GZDoom Visit the ZDoom Wiki and search MAPINFO and UDMF You probably will have a few additional questions.
  11. Kappes Buur

    Trouble test-running maps in Eureka

    You may also have to select the port I use GZDoom without problem I also tried DSDA_DOOM, not problem
  12. Kappes Buur

    Trouble test-running maps in Eureka

    Did you also select File - Open Map, for example and click on the MAP you want to open
  13. Kappes Buur

    how to make custom weapon sprites in vanila doom?

    Vanilla Doom is very limited with adding new assets of any kind, to use new assets you have to determine which asset is not part of your map and replace that. If you do not need for example a shotgun and use only the super shotgun then the new sprites could be used to replace the old weapon. Or just replace a chainsaw with a double chainsaw. That system has been used for years, but is now, more and more, substituted with MBF21, which can do this more easily with DECOhack to translate a decorate style file to a dehacked file. For example see Doomworld Maximum Project 2023 where you can find maps which do exactly that. Other than those options you would have to use GZDoom or such to add new actors without replacing anythinf, with DECORATE or ZSCRIPT.
  14. Kappes Buur

    how to make custom weapon sprites in vanila doom?

    For vanilla Doom you will have to replace some unused weapon sprites, maybe the firing animation sprites and ammo sprites as well, with the new sprites, and possibly alter the behavior with a DeHackED file. Sprites for new weapons are usually created with a graphics program like Paint.net, Gimp, Krita, etc. While the examples in Realm667 Armory are done for GZDoom, the sprites themselves can be used in a vanilla Doom. Use Slade3 to do the wad manipulation and converting the sprite images to Doom format. Sprites are loaded into the sprite namespace (S_START - S_END). Open DOOM2.wad and check out the weapon sprites for size and offsets.
  15. Kappes Buur

    Doom Custom Intermission Screen Errors (vanilla)

    It would be more helpful if you uploaded the map
  16. Kappes Buur

    Asking for tips

    The very first things to learn is the jargon of the doom world. To that end ready through the tutorial which explains all. Secondly, take your time to learn the features which UDB has to offer. Download the Keyboard Shortcut Reference from the Help tab. Thirdly, learn the difference between original vanilla mapping and that of the advanced port mapping. That will take some time. And fourth, while asking questions is encouraged it is very important to experiment. The best way to learn all this is through failure and subsequent research of why something failed. The Wikis are your friend https://zdoom.org/wiki/Main_Page https://doomwiki.org/wiki/Entryway and of cource https://www.google.com/search?client=opera&q=youtube+doom+mapping+tutorial&sourceid=opera&ie=UTF-8&oe=UTF-8 Fifth, if you see something in a map that you find interesting then open the map with UDB and/or Slade3 and investigate. Sixth, treat mapping as a hobby, do not force it, have fun with it.
  17. Kappes Buur

    "error" missing token (unexpected end of file).

    The Thing Type numbers look okay except for the first one (32701), set it to 30708 You are not using the pk3 file to advantage. When you have more than 5 new actors use a folder for each actor in a group of folders and subfolders, for example collect all individual actors in an actor folder and subfolders for weapons and enemoes and in the DECORATE lump list all actors with #include directives which will make troubleshooting a lot easier
  18. Kappes Buur

    Any sort of mp3 -> midi converter that actually sounds good?

    MP3 to MIDI is tricky, since there realy is no information as to what music instruments to use. One could make some assumptions, but a good result is not guaranteed. What you could do is, play the mp3 file and record it through a daw connected to a midi keyboard.
  19. Kappes Buur

    How to add custom items?

    All actors must have a Thing Type number to be able to place them in the editor. For IWADFs those are the ones listed in the Standard editor numbers list. However, the list also shows empty possible slots which can be utilized by newly created actors, eg above 15000 For the editor to be able to insert a newly created actor, that number must be specified: a.) with DECORATE in the actor definition with a doomednum number b.) with ZSCRIPT in a DoomEdNums block in MAPINFO Of course, if you do not specify a Thing Type number but have added the new actor in Slade3 in DECORATE or ZSCRIPT, then you could summon them in_game.
  20. Kappes Buur

    Doom Custom Intermission Screen Errors (vanilla)

    Intermission screens are 320x200 graphics, for example thus I am wondering what you are trying to do with sprites.
  21. Kappes Buur

    How do I add more actions to enemies with WhackEd4?

    While already mentioned, WhackEd follows the restrictions of vanilla limitations. You could start to embrace the relatively new MBF21 standard, which is rapidly findingh acceptance among mappers and may be the solution you are looking for. https://mtrop.github.io/DoomTools/decohack.html
  22. Kappes Buur

    help with Doom title tips

    What kind of tips? Like episode and skill levels, or something more targeted?
  23. I assume that by mentioning most DOOM versions you do mean a map made for either DOOM, Ultimate Doom or DOOM2 and playable with the majority of doom ports. In that sense, to make a nicely 'compatible' WAD for most doom versions means to map for the lowest common deneminator mapping format, which is DOOM DOOM/2 (Doom format) or perhaps DOOM BOOM/2 (Doom format), depending on your preference of IWAD. The editor of choise these days to construct a map is Ultimate Doom Builder, which also has configurations for many sourceports, if you ever want to venture into advanced sourceport mapping. To edit/add individual lumps of a map would be done with a lump editor such as Slade3.
  24. Kappes Buur

    Checklist/good practices to ensure maximum compatibility?

    to ensure maximum compatibility In that case your only option is to map for original DOOM/2 (Doom format) and learn to ues DeHackEd/WhackEd and a graphics program to give new names to maps
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