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Kappes Buur

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Everything posted by Kappes Buur

  1. Kappes Buur

    Where can I find rundown, decrepit, urban textures

    https://www.fotocommunity.de/photos?term=zerfallen
  2. Kappes Buur

    How do I make a zblood map in doombuilder

    Add resource ...
  3. Kappes Buur

    Eventlines in DBX

    No. Event Lines can be displayed in GZDB or GZDBBF.
  4. Kappes Buur

    SLADE3 Texture Editor

    Are you by any chance trying to edit textures in DOOM2.wad? Any good editor will prevent you from changing those lumps. You should only change original textures in a pwad, by importing the texture as a patch between P_ markers but naming it the same as the original patch. Then the highlight the patch/es and register with TEXTURE1 and PNAMES. Although, at that point, you might as well make those textures as totally new patches with your own naming. From the Tutorials page read [Vanilla Level Editing] Lesson 1: Preliminary Reconnaissance and everything in that series from Editing Tutorials Links EEVEE's tutorials And/or scan every topic in the tutorials section for something relevant to your immediate situation.
  5. Kappes Buur

    Map Playtest Loads in different .WAD

    Using F6 you select the mapping format and then in Resources which the engine to use in Nodebuilder which nodebuilder to use in Testing which engine to play the map with in Modes which modes you want to include when mapping. Usually all of them, except greyed out once. Now create your map, possibly with specifying another resource like a texturepack, and save it. But realize that saving your map would not include the actual textures of the texturepack in the map when you save it, just the texture names. When you load the saved map into the engine then you also need to include the texturepack. If you do not want to load the texturepack every time, then you could import the textures and/or flats using Slade3.
  6. Kappes Buur

    SLADE3 Texture Editor

    New textures are created in a graphics app, Paint, Paint.net, Gimp, etc. and then imported into Slade3. http://slade.mancubus.net/index.php?page=wiki&wikipage=How-to-Import-Textures Read at the very end about texture definitions. edit: Texture1 and PNAMES are a must for original Doom/Boom format. For ZDoom family maps (DiHF or UDMF) you would simply stick the texture between TX_START/TX_END markers, plus you could use the texture on both, the wall or floor/ceiling, plus the image can be a left as png.
  7. Kappes Buur

    ACS Scripting Basics

    oops. new link to my example.
  8. Kappes Buur

    Sector Tags

    The icon (Tag Range) on top is for assigning tags, not to list them. If you were to upgrade to GZDB or, preferably, GZDBBF then you would have a Tag Explorer window which lists all tags.
  9. Kappes Buur

    ACS Scripting Basics

    Perhaps my example will help? So, you have multiple sectors, each one has a unique ID tag. But what action are you trying to achieve? edit: To learn ACS, there are the ACS pages on the ZDoom WIKI and also the old, but still relevant, tutorial by Richard Clark. The advantages of using ACS is that you can control, for example, what is to happen, how often and under what circumstances, plus under what conditions.
  10. I myself do not map or play deathmatch levels, but it seems that restart is what you are looking for.
  11. Kappes Buur

    GzDoom Builder Bugfix won't start at all (Fixed)

    Well, by now r3012 is oldhat, the latest version of GZDBBF is r3097. I had made a tutorial about how to install and troubleshoot an installation of GZDBBF. It seems to have help a few people so far, maybe this will also be the case for you.
  12. Kappes Buur

    Map Template Idea

    While the idea of making templates of a map seems quite intriguing it has not borne out in the past. At first there was enthusiasm for the idea but fizzled out very quickly, only one or two templates were ever submitted. If one wanted a template of a map, then running Oblige_7.7 to quickly build a single map is a good option. However, prefabs for certain constructs is viable, for example doorways, staircases, waterfalls, etc.
  13. Kappes Buur

    Missing Textures in Doom Builder

    The Browse Flats window only appears in Sectors Mode, which, judging by your screenshot, you are in. By default you should see all flats, but if you clicked on Doors, Silver or Switches then you will see none. You would have to create new flat entries in the config file for the corresponding categories. Clicking on DOOM2.wad or All should show all flats, if it does not then you have a problem with the editor somewhere.
  14. Kappes Buur

    Doom Builder

    Do you have Snap to Grid enabled?
  15. Kappes Buur

    I need help

    Check out the DECORATE pages on ZDoom WIKI, especially Improving original monsters with DECORATE.
  16. Kappes Buur

    Plane align function in Doom Hexan format

    It depends on the version of Doombuilder2 you have installed. The version r1553 from doombuilder.com only comes with a marginal plugin, BuilderModes.dll, which contains A plugin for some GZDoom effects, such as slopes, was added in a later revision, I do not remember which one. But, if you go to the DRDteam website, then you can download version r1715, which contains some GZDoomEditing plugins. However, these plugins do have some shortcomings which were fixed in later releases of GZDoom Builder, and again later in GZDoom Builder Bugfix. So, boris is quite correct in directing your attention to the latest iterations of the editor. GZDBBF r3097 Doom in Hexen format GZDBBF r3097 UDMF Another case for using UDMF is that many operations are now single click items, whereas in Doom in Hexen format those had to be done using ACS. But, of course, it's your choice as to which editor version to use. edit: Have a look here how the GUI of the editors differ.
  17. Kappes Buur

    Doom Builder

    Something like this?
  18. Kappes Buur

    Differences between DB editors

    A few times the question "How do the DB editors differ from one another?" was raised. So, lets have a look starting with Codeimp's Doombuilder2. Not much happens between editing modes, except for indicating which mode is in focus on the top toolbar. On the right sidebar is the plugin for Undo/Redo. Next, let's look at DoombuilderX which is a rewrite of DB2 by anotak Depending on which mode is in focus some capabilities appear or disappear on the top toolbar, which now also incorporates the default plugins. Again, there is the right sidebar for Undo/Redo. Continuing on, here is GZDoom Builder, a rewrite of DB2 by MaxED, to incorporate some GZDoom features. Again, depending on the editing mode used some capabilities appear and disappear. The most pronounced feature is the separation of the mode features on top toolbar and the editing features and plugins on the left sidebar. Plus, there is the right sidebar showing more plugins. And lastly, GZDoom Builder - Bugfix by ZZYZK, which is the continuation of GZDB. While ZZYZK is no longer involved with the maintenance of the editor, it is boris who stepped up to the plate. Revisions are from version r1 to r3086 (current as of Oct. 13, 2019)
  19. Kappes Buur

    Doom Builder

    Seriously, upgrade your editing software from DB2 to DBX, or better still to GZDBBF. Then you will have more options and a much better editor, with many bugfixes and lots of improvements.
  20. Kappes Buur

    Doom Builder

    Make a door in Sector Mode by highlighting the sector, which is to be the door, and pressing Shift+D. This opens the Make a Door dialog. Doors, which you walk up to and press the use key, do not need a tag. Doors only need a tag if they are triggered remotely by crossing a linedef or using a switch or using (in the case of Doom in Hexen format or UDMF) thing actions. Make sure that the ceiling height of the door sector is at the same height as the floor height, and that the sides of the door are voids.
  21. Kappes Buur

    Eureka with OpenGL, please test

    What do these numbers represent?
  22. Kappes Buur

    Help With GZdoom/ZDL

    You have the file structure all mixed up. Engines on the left - IWADS on the right Settings Main Highlight DOOM2.WAD and then click Launch
  23. Kappes Buur

    GZDoom Builder, Alert Monster command

    If you want to go that route, then have a look at, for example, Scythe2 MAP01. But, since you are using Doom in Hexen format or UDMF, it would behoof you to use ACS, with mapspots and spawning monsters at will. See my example below Trites.7z
  24. Kappes Buur

    Doom Builder

    Bind a key of your choice. If you were to use GZDB or GZDBBF, then you could print out the key bindings from the Help menu, as a handy reference.
  25. Kappes Buur

    Doom Builder

    You can draw any which way you want, clockwise or counterclockwise. However, while it should not happen does not mean that it can, make sure, as you finish drawing a sector, that no line has the pointer point into the void.
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