Wad overdose Posted July 17, 2021 I need to know this, I am making a map of the city, therefore I am writing about it, and, as is clear in the udmf format, I simply have no experience in building, so I don’t know how I do it all myself, so please answer how to create buildings and collapse in half building and fire, cars and trucks?. 1 Quote Share this post Link to post
RDETalus Posted July 17, 2021 (edited) Well you draw a square and that can be a building, then you make a jagged line through it and lower the height. That makes it look like a collapsed building. If you want to do fire, you have two options: an animated texture (easy) or an animated sprite thing (requires Slade3 or Dehacked knowledge) Edited July 17, 2021 by RDETalus 3 Quote Share this post Link to post
doomguykiller69 Posted July 17, 2021 Why don't you open a couple of maps made by the community in doombuilder and learn by seeing how they were made, that's how I learned 3 Quote Share this post Link to post
Mr.Rocket Posted July 17, 2021 (edited) Oh I didn't realize that this question has been posted twice but now with in UDMF format added to the question. Anyway, I'm pretty sure that Chubzdoomer made a video about making 3dfloors and slopes etc. on Youtube.. Yep Here and Here. The videos are based on older Doom builder versions, but it's all still the same concept. Good luck Edited July 17, 2021 by Mr.Rocket 3 Quote Share this post Link to post
Kappes Buur Posted July 17, 2021 (edited) 9 hours ago, Wad overdose said: ..... how to create buildings and collapse in half building and fire, cars and trucks?. To explain in detail would be a good and lengthy tutorial spanning several days. So, I just mention in broad strokes how it can be done for UDMF and hardware acceleration (OpenGL and Vulkan). Buildings can be simple sectors at the same height as the sky, and can be entered just as in DOOM2 MAP13. This will work for any sourceport. However, mapping for UDMF allows the construction of buildings using 3D floors. Collapsing a building is not so easy to do, but can be done with Radius_Quake. Fire can be done with replacing sprites and sounds or with DECORATE or ZSCRIPT. Cars and trucks can be done with sectors, which makes them look very blocky, or with voxels or 3D models. If you have specific questions about any of this do not hesitate to ask. Edited July 17, 2021 by Kappes Buur 3 Quote Share this post Link to post
Wad overdose Posted July 17, 2021 1 hour ago, Kappes Buur said: To explain in detail would be a good and lengthy tutorial spanning several days. So, I just mention in broad strokes how it can be done for UDMF and hardware acceleration (OpenGL and Vulkan). Buildings can be simple sectors at the same height as the sky, and can be entered just as in DOOM2 MAP13. This will work for any sourceport. However, mapping for UDMF allows the construction of buildings using 3D floors. Collapsing a building is not so easy to do, but can be done with Radius_Quake. Fire can be done with replacing sprites and sounds or with DECORATE or ZSCRIPT. Cars and trucks can be done with sectors, which makes them look very blocky, or with voxels or 3D models. If you have specific questions about any of this do not hesitate to ask. Thanks, I have already created the car, but I will work on its shape and find a suitable texture, but can you tell me more about buildings about fire and a truck? 0 Quote Share this post Link to post
Kappes Buur Posted July 17, 2021 (edited) On 7/17/2021 at 11:55 AM, Wad overdose said: Thanks, I have already created the car, but I will work on its shape and find a suitable texture, but can you tell me more about buildings about fire and a truck? About buildings, well, a while back I made an example pwad of a 15 story building. Lots of 3D control sectors for floors, stairs and windows. Another example for buildings is this pwad, done the DOOM way (maybe somebody recognizes it and tell us the name of the pwad) For fire you could use the Realm667 resource fire.wad For the truck there are some voxel resources on the fori, but I do not have a link right now, just a screenshot. Link edit I just saw a post on the ZDoom forum, 3D models for buildings Edited July 19, 2021 by Kappes Buur 2 Quote Share this post Link to post
boris Posted July 17, 2021 6 hours ago, Mr.Rocket said: The videos are based on older Doom builder versions, but it's all still the same concept. While it's true that this method still works, the visual sloping UDB provides is much move powerful and flexible: 2 Quote Share this post Link to post
Mr.Rocket Posted July 20, 2021 (edited) Right, it was just the first thing that came to mind for the OP. ;) I remember in map editing doing legacy 3d data types and writing some docs for that, then moving to gzdoom which of course was much easier. Though still like moving from mouse to joystick, hah. Edited July 20, 2021 by Mr.Rocket 0 Quote Share this post Link to post
Wad overdose Posted July 23, 2021 On 7/17/2021 at 8:48 PM, DOOM mapping enthusiast said: To explain in detail would be a good and lengthy tutorial spanning several days. So, I just mention in broad strokes how it can be done for UDMF and hardware acceleration (OpenGL and Vulkan). Buildings can be simple sectors at the same height as the sky, and can be entered just as in DOOM2 MAP13. This will work for any sourceport. However, mapping for UDMF allows the construction of buildings using 3D floors. Collapsing a building is not so easy to do, but can be done with Radius_Quake. and where can you find radius_quake in ultimate doom builder? 0 Quote Share this post Link to post
Kappes Buur Posted July 23, 2021 (edited) 9 hours ago, Wad overdose said: and where can you find radius_quake in ultimate doom builder? Radius_Quake is one of many action specials in GZDoom's arsenal. To "destroy" buildings use it in combination with one of the floor lowering specials in a script. Edited July 23, 2021 by DOOM mapping enthusiast 2 Quote Share this post Link to post
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