

illuknisaa
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*** The "ask a miscellaneous editing question" thread ***
illuknisaa replied to baja blast rd.'s topic in Doom Editing
How much smaller? I have couple sectors that are really big and have many adjacent linedefs. I also tried running this map on Doombuilder X and editing operations worked much faster. -
Doom Builder X 2021.1 (September 20) - map editor
illuknisaa replied to anotak's topic in Doom Editing
When I try to use to use visual mode all I get is a black screen (with crosshair in the middle). Any tips on how to fix this? -
*** The "ask a miscellaneous editing question" thread ***
illuknisaa replied to baja blast rd.'s topic in Doom Editing
Hey guys do you know a way to make GZDB bugfix run faster? I'm working on a map and when I copy and paste a sector(s) the editor takes a while to actually to finish the action. Once I pasted a bigger section and the editor probably froze for 10 minutes. Even just small stuff like editing a single vertex takes a second to finish. Currently the map has ~6000 vertices ~6000 linedefs ~12 000 sidedefs ~850 sectors 3 things -
Lots of really cool textures there rf but did you really have take a picture of a feminist vagina and put it there. Now I have to pour bleach into my ear for the next month or so.
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I'm not sure you know what this means.
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I think they should add a vision mode that turns everything blue and then highlights all the important stuff with orange (enemies, ammo pickups etc.) then I think will be be goty. And the decline will be complete as quake's corpse will lie raped in a ditch.
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[Solved] Doom UDMF Line Portals Not Working?
illuknisaa replied to CrimCuttle's topic in Doom Editing
Make sure you the exit and entrance sectors are in the same plane and you set the tags correctly. -
Oh I only map for gzdoom which supports true color so when make textures I don't really give a shit if they are paletted or not.
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On my quest to dirty up a doom styled door I decided to just give up and make a completely new door. Here is what I came up with: With "ass wipe" -filter Here same texture but without blur filter. I think it's little too noisy They are still wip. I'm thinking of putting a button which doomguy can use to open the door and other gubbins. I always found it odd that there is no clear mechanism how doors are opened. Sure there sometimes separate buttons you can press but it's a little odd when button opened doors and normal doors use the same texture.
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*** The "ask a miscellaneous editing question" thread ***
illuknisaa replied to baja blast rd.'s topic in Doom Editing
What do you mean by "bridges"? Do you mean bridge things or using 3d midtex? As far as I know bridges still block projectiles. I guess I could use invisible 3d midtextures and a non solid 3d floor. -
*** The "ask a miscellaneous editing question" thread ***
illuknisaa replied to baja blast rd.'s topic in Doom Editing
I want to make a floor where the player and monsters can stand on and shoot through. Non solid floor wouldn't let player and monsters stand on it. -
*** The "ask a miscellaneous editing question" thread ***
illuknisaa replied to baja blast rd.'s topic in Doom Editing
Is there a way to make 3d floor that you can shoot through? If I make a solid 3d floor with "invert shootability" -type projectiles still get blocked by this floor. -
*** The "ask a miscellaneous editing question" thread ***
illuknisaa replied to baja blast rd.'s topic in Doom Editing
Sectors that overlap? No sector should ever overlap with another as that will always create all kinds of problems. If this happens one way to fix it is go to vector mode and put a vector where the lines cross and then mode the vector around so that it "fuses" with both lines. I think another way to fix is to use the "check errors" -function and it will fix it for you. Sectors always need to be "closed" with lines or they break. I've only used gzdb so I don't know about other editors but if you have a line and multiple vectors that split the line and are not connected to other lines you can just safely delete those. To safely delete a sector go to sectors mode, click the sector you want to delete and press "delete". This will leave you with some missing textures but this is normal. -
Here is the spinning asteroid computer finished. I put pngs in a zip file because linking all the pics using a image hosting site would have been a pain in the ass. Zip also includes brighmaps. I don't know if the pics are paletted. http://www.mediafire.com/file/8p79bb4tizsd2j0/mkbcom.zip I didn't include any animdefs or doomdef txt file so have fun typing those out. Animation probably looks best if you use tics somewhere between 5 and 10.
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I did few edits to the spinning asteroid. Now there is double the amount of frames, histogram and green text is animated. Maybe I'll add some power light thingy to the silver frame. I still gotta do brightmaps too. @Nightmare I agree with fuzzball. Moving around the tiles would look better.