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How add new sprites and new sky?

 
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Jack Kitetsu
has entered the game!


Joined: 18 Mar 2014
Location: Mexico - Jalisco

PostPosted: Thu May 22, 2014 6:28 am    Post subject: How add new sprites and new sky? Reply with quote

Hi all, i am new editing doom, i use doom builder 2 and SLADE3 and.. need help.

how add new sprites and sky using SLADE3? (XWE not work me :/)
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UberGewei
SuperAntler


Joined: 01 Sep 2010
Location: The Netherlands

PostPosted: Thu May 22, 2014 9:53 am    Post subject: Reply with quote

Hi, Jack Kitetsu.

It's always great to see that even today there's still people like you that are new to DooM modding and are interested in it.

So, let me explain you a little how stuff works.
We'll start off with inserting sprites that overlap the original DooM 2 sprites, a simple replacement.

Step 1: Open up SLADE3 (personally, i prefer to work with XWE but since you mentioned it doesn't work for you...).

Step 2: Load a wadfile, let's load DOOM2.wad.

Picture 1

When you have DOOM2.wad loaded up you should look for; S_START
this means that the sprites index starts here and ends at S_END. (See the picture above)
Now as you can see there's a lot of sprites inbetween these two 'Markers' that can be replaced.

Step 3: Replacing a Sprite set.

Open up a second Slade3 and click: Archive -> New -> Entry. Name it S_START, add a second one and name it S_END.

Picture 2
Inbetween these two we can add a the desired sprites you want to add in.

Open your DOOM2.wad window again (which should still be open) and go look for "SARG" (Pinky). Now, by the time you've found it you probably realized that every sprite starts with 4 letters and then goes like A2A8. A2A8 stands for the sprite's angle.

Step 4: Replacing SARG (Pinky).

When you've found/drawn the right sprites you want to add in and renamed all it's angles right, you're ready to add them in.
Make sure 'S_START' is selected to the sprites will load underneath it.
Click Archive -> Import files and import your images.

It should look something like this:
Picture 3

Or here, the example wadfile i made you:
Wadfile
as you can see i did only replace the first movement set, A.
You could copy these and just name them SARGB1, SARGB2B8 and so on.
Or attach other sprite subnumbers to it's frames through Dehacked but that's for a later cause.

Now, save the wad and load it with ZDaemon.
You should see your new sprites! Smile

I hope this helped you out, you should be doing the same when you want to replace the skybox, but then head for the 'PP_START' and 'PP_END' section and replace for example: 'RSKY1'
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Jack Kitetsu
has entered the game!


Joined: 18 Mar 2014
Location: Mexico - Jalisco

PostPosted: Fri May 23, 2014 6:00 am    Post subject: Reply with quote

oh, thanks for you help!
but it is for remplace textures only? in other wad saw a sprite shooting a raigun (raigunner) how make it?

and other dude (xD sorry for my dudes noobs)

how create wather/lava Player where he swin (as a pool) and create a secctor automatically kill you

(sorry for my bad english Razz )
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TheCupboard
Generic Title


Joined: 25 Feb 2007
Location: USA

PostPosted: Fri May 23, 2014 6:30 pm    Post subject: Reply with quote

ZDaemon already added a railgun. Open up zdaemon.wad you should be able to find the sprites and behavior files so you can figure out how to spawn it in your maps.

Click on this link, then click on "Deep Water". There are a whole list of tutorials here, basic ZDoom tricks that also work in ZDaemon.

If you want to make an instant death sector, paste this into Doom Builder script editor:
Code:
#include "zcommon.acs"
//--MAP SCRIPTS--//

script 100 OPEN
{
   sector_setdamage(1,255,0);
}


255 is max damage = instant death

Of course ZDaemon forums have a wonderful topic for getting started with adding textures.
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Jack Kitetsu
has entered the game!


Joined: 18 Mar 2014
Location: Mexico - Jalisco

PostPosted: Fri May 23, 2014 11:35 pm    Post subject: Reply with quote

thanks! Very Happy

and other dude....

how create a switch?? example, i need a switch in a secctor,. when activate the switch in other secctor open a door.. how make it?

image:

https://www.dropbox.com/s/89p93dnz3g5hgr6/Captura%20de%20pantalla%202014-05-23%2017.30.58.png
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Empyre
Unstoppable!


Joined: 13 Dec 2006
Location: Texas, USA

PostPosted: Sat May 24, 2014 12:26 am    Post subject: Reply with quote

On the line that will be the switch, look for something like "Switch Once Door Open Stay" and select that. Set the Tag by clicking "Next Available". Then, go to the sector that will be the door, and lower the ceiling so that it touches the floor, to make it a closed door. Give the door sector the same tag number as the line that is the switch. That should do it.
One more thing, set the lines on the sides of the door to "Lower Unpegged" so that they won't look weird moving up and down with the door.
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Jack Kitetsu
has entered the game!


Joined: 18 Mar 2014
Location: Mexico - Jalisco

PostPosted: Sun May 25, 2014 9:08 pm    Post subject: Reply with quote

thanks,.. regarding of the sprites.. in the list of doom buileder look its

https://www.dropbox.com/s/6f9ir0z9mjs9l8l/Captura%20de%20pantalla%202014-05-25%2015.02.48.png

how can spawn these sprites?? need replace other sprites?
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Zedek
has entered the game!


Joined: 10 Mar 2013
Location: Tijuana, México

PostPosted: Mon May 26, 2014 1:16 am    Post subject: Reply with quote

i think Zdaemon doesn't support all of the scripted marines.

Come to irc and join #burgerteam we speak spanish.
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Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Mon May 26, 2014 8:47 am    Post subject: Reply with quote

That's just partially true buddy, Scripted marine with "nothing" called simply scripted marine works, but he cant shoot nothing at all, The best way to create marines is combination of dehacked or dehsupp patches, also don't think about friendly support marines, friendly flag or "thing_hate" feature is work-in-progress.
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