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Stealth Gone with the wind
Joined: 09 Nov 2004
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Posted: Tue Jan 13, 2009 12:44 pm Post subject: |
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No. Have a look again. You should be using flags and not keys. Keys are the old way of doing things.
Put these two configs in your Doom Builder folder.
http://reid.ath.cx/db/ZDaemon_Doom.cfg
http://reid.ath.cx/db/ZDaemon_DoomHexen.cfg
When editing your maps, use ZDaemon (Doom in Hexen) as your config.
When placing flags, etc, use the flag things.
When placing player starts, use the player start things.
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Tue Jan 13, 2009 1:11 pm Post subject: |
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Thanks for that Stealth
I always wondered why so many new mappers still stuck to the old keycard/particle fountain method and only just realised that the instructions for making team-based maps here are woefully outdated. This thread will clue you in more.
So yeah ZombieMachine, go grab those config files Stealth put up, save them into your Doombuilder directory and you'll be much better equipped.
*goes now to edit WastedYouth's tutorial on the subject*
Last edited by Cybershark on Mon Aug 10, 2009 12:55 pm; edited 1 time in total |
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ZombieMachine Bloatware!
Joined: 12 Jan 2009 Location: Im not telling.
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Posted: Tue Jan 13, 2009 7:17 pm Post subject: |
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Ok, Ill try those. How do i post a screenshot i want to show you a screenshot of my CTF map.
also i need a custom script to display a message. |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Wed Jan 14, 2009 12:22 am Post subject: |
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Right, well 'I need' doesn't get things done around here. Not unless people really like you, and you're not making a great impression so far...
Printed messages are very limited in their use here. You might want to look at something like ZDECTFMP2 to see how they can be achieved. Either that or look around here:
http://zdoom.org/wiki/Main_Page
In fact bookmark that one and refer to it whenever you have a question. Chances are it'll help you quicker than anyone here can. |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Mon Aug 10, 2009 12:25 pm Post subject: |
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How to Insert Sprites into your Map.
Hopefully you will already have tried adding new textures or music and so will have installed - and be familiar with - a lump editor like XWE. Also you'll know that it's a bad idea to have a WAD open in both Doombuilder and XWE at the same time.
Being based on an old version of Zdoom's code then Zdaemon does not allow you to create new items. In this port you are limited to simply replacing existing items within Doom2. This works the same way as you'd replace any other stock item in an IWAD - you overwrite it with an entry in your own PWAD. For example, if you wanted to replace the Gray Tree you'd have to substitute a sprite in with the name TRE1A0, or in the case of the Evil Eye then you'd have to replace all three frames of that animation (CEYEA0, CEYEB0, CEYEC0).
All sprites should be placed between the markers S_START and S_END.
If you're making your own sprites then here's some size guides for you:
Ammo clip - 9x11 pixels
Cyberdemon - 82x108 pixels
As with textures, cyan (RGB 0,255,255) is the colour used for transparency - ie. anything cyan will be invisible in-game.
XWE (or any good lump editor) will automatically figure out appropriate x and y offsets for your sprite when you import it. These are what ensure that your sprite appears properly centred when it is displayed, although you are free to alter them if it doesn't seem to look right.
Note that the visual appearance does not relate to the physical in-game substance of the sprite. Without being instructed otherwise the game engine will continue to assume that the item's properties are still the same. So if you replaced a tech lamp then your replacement would have the radius and height of one and it would be obstructing to players. So either stick to replacing things that have attributes close to the ones you need or use DEHACKED which will allow you to modify those settings for any thing.
DEHACKED will allow you to not only change the height/radius but also a multitude of other properties. Most usefully in this context it can be used to add (or remove) animation frames and to specify scale for hi-res sprites.
Scaling is very easy and so I'll cover it here too. Firstly find the DEHACKED thing number for the item either here or in a DEHACKED editor (I recommend using WhackEd2).
Then create a new entry in your PWAD called DEHACKED - keep it well away from the map lumps - something like the following example:
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Thing 13 (Demon)
Scale = 0.5 |
That example would reduce the pinky demon visibly to 50% size. Remember that its physical properties would remain the same unless you specify differently. |
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umoukun has entered the game!
Joined: 10 May 2008
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Posted: Tue Sep 01, 2009 1:02 am Post subject: wasted youth |
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This has been a really excellent thread.
Thanks. |
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xipher Posting Spree!
Joined: 24 Aug 2006 Location: southcentral US
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Posted: Mon Aug 06, 2012 5:08 am Post subject: |
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Very well put together tut. There is one prerequisite to ceating a really great wad and that is an amazing, sometimes evil imagination. |
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Jaundice Posting Spree!
Joined: 17 Jun 2005 Location: New Jersey, USA
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Posted: Thu Oct 04, 2012 7:31 pm Post subject: Hmm. |
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I have an entire video series on youtube on how to make maps and do certain mapping tricks etc., called Doom Builder Tutorials, I've covered a lot of stuff over the years lol. |
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Ronald Rontard
Joined: 17 Aug 2005 Location: Netherlands Clan: [QnB]
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Posted: Fri Oct 05, 2012 7:10 am Post subject: Re: Hmm. |
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Jaundice wrote: | I have an entire video series on youtube on how to make maps and do certain mapping tricks etc., called Doom Builder Tutorials, I've covered a lot of stuff over the years lol. |
Do you mean that you have made these videos yourself? Maybe you should link them here, with a description on what mapping trick you're showing. |
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Jaundice Posting Spree!
Joined: 17 Jun 2005 Location: New Jersey, USA
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Posted: Sat Oct 13, 2012 9:23 pm Post subject: Re: Hmm. |
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Ronald wrote: | Jaundice wrote: | I have an entire video series on youtube on how to make maps and do certain mapping tricks etc., called Doom Builder Tutorials, I've covered a lot of stuff over the years lol. |
Do you mean that you have made these videos yourself? Maybe you should link them here, with a description on what mapping trick you're showing. |
Yes I have almost 70 tutorials on how to do certain things with Doom maps - I'll just link to my channel
http://www.youtube.com/jaundicejaun |
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