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custom things graphics? (vanilla)


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i've managed to modify the textures of walls, flats, monsters, and the hud, but i still can't figure out how to add custom sprites to objects. can someone explain specifically how to do it in vanilla?

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you have to locate the sprite used for the different monsters and replace every one of them to have a new one. The behaviour can be changed with dehacked to almost whatever you want.

About the decorative objects, they are on the same category as the monsters, just find their graphics and replace them.


They need to be between S_START and S_END markers to work, if not, they will not work at all.

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Forgive me if you've already seen this, but I get into how to insert custom sprites in Vanilla Doom at 21:07 in this video. It can be very finicky, so please let me know if you have trouble:

 

 

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On 3/15/2021 at 10:17 PM, Doomkid said:

Forgive me if you've already seen this, but I get into how to insert custom sprites in Vanilla Doom at 21:07 in this video. It can be very finicky, so please let me know if you have trouble

 

i keep getting really close to doing it, but i'm trying to replace tree sprites (TRE2A0) instead of monsters. i follow through with the instructions, i renamed the custom sprites (not the 2A0) and use whacked to make a file replacing TRE1 and TRE2 in the strigns menu to say GUY1 and GUY2 so it connects to my own wad, then save it into the wad. before, vanilla doom just crashed, but now it starts but the tree graphics are unmodified. i think i get whats happening, i renamed the sprites in the .deh file and my own wad, and somehow vanilla doom just isn't connecting that to the normal tree sprites to actually change them. 

 

is there something i'm missing in whacked?

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On 3/17/2021 at 1:21 PM, EsmerInHell said:

i renamed the sprites in the .deh file and my own wad, and somehow vanilla doom just isn't connecting that to the normal tree sprites to actually change them. 

Did you check if their States are corectly ordered, for example, if tre1 is 1 and tre2 is 2, then set tre1's next state to 2 (tre2's state)

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