Doomkid Posted February 12, 2020 I see people asking how to give their map a custom name pretty often. I decided to make a video tutorial to help mappers out. Please note that this is the universally compatible version, generating a bitmap using DoomWriter for the intermission screen and creating a deh lump using WhackEd4 to change the name on the automap. For people aiming for ZDoom-only, MAPINFO is of course the recommended method (I mention this in the video, but still) Hopefully this is helpful to people just getting into mapping and modding! 21 Quote Share this post Link to post
VanaheimRanger Posted February 12, 2020 Great tutorial. I may add that PRBoom+ also will read the dehacked in the wad file just like Zdoom ports will. Also, if you are making a Boom format wad you can use bex dehacked to remove the character limit for map names :) 1 Quote Share this post Link to post
ketmar Posted February 12, 2020 7 hours ago, Doomkid said: For people aiming for ZDoom-only (sighs) k8vavoom supports... oh, you know the rest. ;-) 1 Quote Share this post Link to post
spd7693 Posted February 12, 2020 Aha, so I simply create the texture and name it like the lump instead of importing it as a new one on the same entry? 1 Quote Share this post Link to post
Alaux Posted February 13, 2020 (edited) I've done everything as in the video, and this happens: Spoiler I'd be very grateful if anyone could provide some help. EDIT: Someone told me to use doom2.wad as Base Resource in SLADE before converting the texture, which actually worked out. It looks fine now. Edited February 14, 2020 by Alaux 2 Quote Share this post Link to post
Doomkid Posted February 15, 2020 I know @Phob0s Got Hurt Plenty was having trouble with this same error. Maybe setting his base resource as doom2.wad will fix it. I think my problem was leaving it as existing/global in my tutorial video, which will only be appropriate if doom2.wad has already been set as the base resource. 1 Quote Share this post Link to post
Maximum Matt Posted February 15, 2020 Very disappointed that you don't actually sound like Zappa 5 Quote Share this post Link to post
Phob0s Got Hurt Plenty Posted February 16, 2020 17 hours ago, Doomkid said: I know @Phob0s Got Hurt Plenty was having trouble with this same error. Maybe setting his base resource as doom2.wad will fix it. I think my problem was leaving it as existing/global in my tutorial video, which will only be appropriate if doom2.wad has already been set as the base resource. Base resource? Is that the same as IWAD? Or is it something completely different? 0 Quote Share this post Link to post
Doomkid Posted February 16, 2020 3 minutes ago, Phob0s Got Hurt Plenty said: Base resource? Is that the same as IWAD? Or is it something completely different? In SLADE, go to "Edit" at the top left, then click "Set Base Resource Archive". You want to select your Doom2 IWAD here. After doing this, importing the map name graphic and converting it should result in proper colors. 1 Quote Share this post Link to post
YeOldeFellerNoob Posted February 19, 2020 You now made everything SOOOO much easier 1 Quote Share this post Link to post
ptoing Posted February 19, 2020 (edited) Alaux: Looks to me like the image is not properly indexed to the right palette order. What program where you using to save out the image for the mapname? Whatever you use it should be able to handle indexed 8 bit graphics and you should make sure it used the actual palette Doom uses. Edit: Ah, just saw the problem was solved. Edited February 19, 2020 by ptoing 1 Quote Share this post Link to post
Za_World Posted April 3, 2020 (edited) I'm trying to rename every map of doom 2 for a map pack. I created a dehacked file with every new name and the bitmaps. I shoved everything (bitmaps and dehacked) into the wad file but the game keeps showing me the original names. I converted every single bitmap into graphic doom and renamed the dehacked file as showed in the video. Am I missing something? Is there a different way to operate with megawads? Edited April 3, 2020 by Za_World 0 Quote Share this post Link to post
Doomkid Posted April 20, 2020 On 4/4/2020 at 9:37 AM, Za_World said: I'm trying to rename every map of doom 2 for a map pack. I created a dehacked file with every new name and the bitmaps. I shoved everything (bitmaps and dehacked) into the wad file but the game keeps showing me the original names. I converted every single bitmap into graphic doom and renamed the dehacked file as showed in the video. Am I missing something? Is there a different way to operate with megawads? Sorry for the late response - did you ever get that fixed? If you'd like to upload the wad I can take a look and see why it's doing that. 0 Quote Share this post Link to post
ViolentBeetle Posted April 25, 2020 Am I understanding correctly that name of my map can't be longer than name of Doom 2 map? 0 Quote Share this post Link to post
Alper002 Posted April 25, 2020 It is the case that there is a limit in how long you can have the name be in the automap, which can vary depending on if you're using standard vanilla dehacked or boom dehacked. In vanilla dehacked you'll need to sacrifice some characters of other pieces of text, while both vanilla and boom dehacked are at most restricted by the amount of characters that can be displayed in a single row. On the intermission screen, however, the map name can be however long you want! I know some mapsets go around whatever automap name limit by shortening the names on the automap and displaying the full thing on the intermission screen. 0 Quote Share this post Link to post
ViolentBeetle Posted April 27, 2020 (edited) I replaced lines 692 693 and 694, which were formerly known as "Entryway" "The Underhalls" and "The Gantlet" with "1.Bad Reception" "2.Crate Expectations" and "3.Checkpoint Charon" and nothing changed on minimap. Am I stupid? I saved them ad deh, with file name matching the wad. I tried loading just wad, I tried loading wad and deh in the same argument, I tried bundling the deh with the wad, no effect. Edit: Nevermind, I am dumb as hell, I forgot to rename the lump. Nice to know crispy can swallow it too. Edited April 27, 2020 by ViolentBeetle 0 Quote Share this post Link to post
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