Clippy Posted December 6, 2020 I want to put a christmas tree so I thought I could replace the TRE2A0 large tree image but no dice Is there more to it than that? Thanks everyone 0 Quote Share this post Link to post
Gez Posted December 6, 2020 Sprites go in the sprite namespace (between S_START and S_END markers). Put your TRE2A0 in there and it'll work. (At least in ports. For vanilla it's more complex.) 1 Quote Share this post Link to post
Clippy Posted December 6, 2020 6 minutes ago, Gez said: Sprites go in the sprite namespace (between S_START and S_END markers). Put your TRE2A0 in there and it'll work. (At least in ports. For vanilla it's more complex.) Thanks, I did simply that - trying to get it to run in GZDOOM no dice it's weird I can see it in the editor but not in play 0 Quote Share this post Link to post
Clippy Posted December 6, 2020 OK I figured it out yay! Next question, how can I make this as it's own placable item without interupting the original one, so I can have both exist at the same time? Thanks friend s 0 Quote Share this post Link to post
Gez Posted December 6, 2020 (edited) 10 minutes ago, Clippy said: Next question, how can I make this as its own placable item without interupting the original one, so I can have both exist at the same time? Thanks friend The simplest for that is to create a small DECORATE lump with code like this: Actor ChristmasTree 2512 { Height 100 Radius 40 +BLOCKING States { Spawn: XMAS A -1 Stop } } Rename your sprite to XMASA0. There you go, at least for GZDoom and other ports that can handle simple DECORATE code (Zandronum, k8vavoom, even the ACE engine). By the way, what are your sprite's offsets? From your screenshot SLADE seems to have assumed it had the kind of offsets that HUD sprites have, so it's a bit weird. Offsets should be horizontally about half the sprite's width, and vertically about its whole height. Edited December 6, 2020 by Gez 3 Quote Share this post Link to post
Clippy Posted December 6, 2020 crap now the tree is below the ground, how do I reposition it on the graph?? Damn it I had it earlier and lost it :( 0 Quote Share this post Link to post
Clippy Posted December 6, 2020 I don't know how to make a decorate lump either 0 Quote Share this post Link to post
URROVA Posted December 6, 2020 (edited) make a lump named "DECORATE" and paste Gez code in it. Edited December 6, 2020 by URROVA 1 Quote Share this post Link to post
URROVA Posted December 6, 2020 and SLADE3 can set offsets automatically, click on a sprite, and in the preview window there is a button with 2 circles and some lines (near the offsets inputs), click on it and for a decoration you can set Automatic Offset to "Monster", then press Ok, and slade3 set the sprite offsets automatically. 2 Quote Share this post Link to post
Clippy Posted December 6, 2020 thanks I put in the script in as requested and this happens So far I got the xmas tree in there but was hoping to not also have to override the original tree 0 Quote Share this post Link to post
URROVA Posted December 6, 2020 thats because blocking flag doesnt exists. change +BLOCKING to +SOLID 1 Quote Share this post Link to post
Gez Posted December 6, 2020 Sorry about that, I wrote the code from (faulty) memory instead of checking the flag names on the wiki. 3 Quote Share this post Link to post
Clippy Posted December 6, 2020 Thank you both so much for your help, I'm clearly in over my heard here and you guys seem like pros Hopefully last question: I'm using Doom builder to edit the map itself, how to I place my christmas tree decorate item? 0 Quote Share this post Link to post
URROVA Posted December 6, 2020 (edited) I dont know if DB detects decorate actors (Im using UDB), but you can put a thing anywhere, and where is the "type" input, put the DoomEdNum of the xmas tree (2512) Edited December 6, 2020 by URROVA 1 Quote Share this post Link to post
Gez Posted December 6, 2020 It should appear in the DECORATE category but you can add an editor key if you'd rather have it somewhere else. For example: Actor ChristmasTree 2512 { //$Category Obstacles //$Title Christmas tree Height 100 Radius 40 +SOLID States { Spawn: XMAS A -1 Stop } } That should make it appear in the listing for "Obstacles" with the name "Christmas tree" so it'll look like it was part of the game to begin with. 2 Quote Share this post Link to post
Clippy Posted December 6, 2020 I got it working you guys are AMAZING thank you! sure hope I can get new map done by xmas Usually stick to stock resources 1 Quote Share this post Link to post
Clippy Posted December 7, 2020 Ps how did you determine 2512 is this item? How do I know what numbers to use for future items? 0 Quote Share this post Link to post
plums Posted December 7, 2020 (edited) 11 minutes ago, Clippy said: Ps how did you determine 2512 is this item? How do I know what numbers to use for future items? Gez just picked one when they defined the actor: Actor ChristmasTree 2512 You can pick any number you like as long as it doesn't conflict with other numbers. Here's a list of standard thing numbers, any number not in this list is fine. If you're intending to make a map that's compatible with some gameplay mods, or that uses custom things that someone else already made, you might have to check against those thing numbers too. https://zdoom.org/wiki/Standard_editor_numbers Spoiler In case you didn't realize, 2512 was chosen in this case because that's numerically the 25th of December Edited December 7, 2020 by plums 2 Quote Share this post Link to post
Clippy Posted December 7, 2020 lol I miss subtle things like this - Merry Christmas!! 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.