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MuD

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About MuD

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  1. MuD

    Modifying textures

    Ah nevermind I've figured it out. It was using .dds files for the diffuse and specular maps located in pak001. I used a program called "dds converter 2" to change my tgas to dds format. The archvile now has a nasty gash on its eye :)
  2. MuD

    Modifying textures

    I started to examine the pk4 files earlier and found the monster textures. I decided to modify the archvile's face by giving him a wound on one of its eyes. I changed archvile2.tga(diffuse map), archvile2_s.tga(specular map), archvile2_h.tga(height map), and archvile2_local.tga(normal map). I started up D3 and spawned an archvile. I could see that all but the diffuse map had changed, I now had an archvile with a hole in its head without any blood :/ I have messed around for ages trying to get it to show my custom diffuse map but it wont have it, and I have no idea why. I altered a zombie's diffuse map and again it shows the usual map. I looked in the monster.mtr file found in pak000/materials. models/monsters/archvile/archvile2 { noselfShadow unsmoothedTangents flesh clamp renderbump -size 1024 1024 -trace 0.01 -colorMap -aa 2 models/monsters/archvile/archvile2_local.tga models/monsters/archvile/archvile2_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/archvile/archvile2_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/archvile/archvile2_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays diffusemap models/monsters/archvile/archvile2.tga bumpmap addnormals(models/monsters/archvile/archvile2_local.tga, heightmap(models/monsters/archvile/archvile2_h.tga, 3) ) specularmap models/monsters/archvile/archvile2_s.tga } I dont understand why it wont display the diffuse map because here it is pointing to the correct directory diffusemap models/monsters/archvile/archvile2.tga I tried deleting archvile2 to see if I got an error when I spawned an archy, but it loaded fine with the normal diffuse map. Maybe it is getting the diffuse map from somewhere else?
  3. MuD

    Demo problems with ZDoom

    I tried running it just after switching it on so everything was cool but it still screwed up. My processor only reaches 50 degrees after its been working hard anyway so its not overheating. Its only with ZDoom I have problems, jdoom and normal doom2 are okay, everything else runs fine too, I play Wolfensein ET alot and thats never caused me trouble, I guess Zdoom just doesnt like this computer... athlon 2000xp+ (not overclocked) 512mb DDR SDRAM a7n266-c motherboard geforce4 64mb windows xp
  4. MuD

    Demo problems with ZDoom

    Those are the ones I have been using, both 6.3 and 6.3a give me problems. I tried the cl_capfps thing, but Zdoom still crashes or restarts my computer.
  5. MuD

    Textures: Vertical Allignment

    Because I'm a noob remember, I havent done this stuff for doom before ;) oh and omg that makes it alot easier. Well at least I understand upper unpegged and lower unpegged properly now.
  6. MuD

    Textures: Vertical Allignment

    Convered Doomer, I know how you feel :( I have made archways that have linedefs about 8 pixels wide. It is awkward to align the textures due to the size of the linedefs, especially when you have to align 64 linedefs just for one arch that is only 256 units across...
  7. MuD

    Demo problems with ZDoom

    Bah, when I'm playing using Zdoom it will restart my computer at some point. I updated my graphics drivers and that didnt sort out the problem, oh well I think I'll give up on zdoom.
  8. I downloaded Zdoom today so I decided to look at the demos for deus vult. I got them running, but every time so far it has crashed my computer early on in the demos...Are there any parameters I should use or something?
  9. MuD

    Spawning Enemies

    I used doom 2 and found that out too, I downloaded jdoom and all was fixed. i havent tried zdoom or anything else though, zdoom seems very popular.
  10. MuD

    Spawning Enemies

    lol, I appreciate your help anyway :)
  11. MuD

    Spawning Enemies

    Yes! Thats just what I needed, cheers both of you.
  12. MuD

    Spawning Enemies

    Ok thanks for the help, I understand what you have said, but I'm sure that there is another method. I noticed in Deus Vult that neither the rooms containing the monsters or the rooms where they will be teleported to have any ducts connecting them. I know they are alerted to the player by sound, but I dont understand how this has been done, I could not find any physical connection between the rooms.
  13. MuD

    Spawning Enemies

    Hey all I'm a noob at doom mapping, infact I havent made a proper map yet... After playing Deus Vult I decided I wanted to make some maps of my own, it was mainly the awesome architecture that inspired me ;) What I want to know is how to make enemies teleport somewhere when you set off a trigger, for example on the first part of Deus Vult when all those imps appear. BTW I'm using doom builder Thanks
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