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so I'm new here and don't know where else to go(questions about modding DOOM and adding 3d models to DOOM)


Haltronica

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Hello Doomworld, I'm Haltronica. I'm a new user and I've always wanted to make a game of my own, an FPS. I was trying to make one with the Gmodot Engine but, even though I finally got over the hurdle of learning GDscript, the level editing tools for the Godot Engine aren't all that good in my opinion. Now, the reason why I was interested in the Godot Engine in the first place was the same reason I was avoiding how learning how to mod Doom games; I don't want to make a game with 2d sprites. Still, I suspect that they're very good level editors for modding Doom and I'm willing to learn how to mod Doom generally if it means I get access to them. So basically, I'm asking for where I can find the tools to mod Doom and how to mod Doom into an original game. However, I'd also like to get advice that will address my main concern; how I easily replace the 2d sprites with 3d models in a Doom mod? Good advice would be appreciated. Remember, I'm a total noob when it comes to modding Doom. However, I'd like enough info to get the ball rolling as fast as possible.

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Your best, and probably only, option is to use the GZDoom sourceport
GZDoom official
GZDoom development

 

for making a standalone game for DOOM.

 

Besides the sourceport you will need a map editor, at this point the latest is
Ultimate Doom Builder (OpenGL 3.3 or above)
or the predecessor
GZDoom Builder Bugfix (DirectX9)

 

and a program which inserts the various lumps into the wad file
Slade3


for adding or editing (but not creating).

 

When creating your wad files it is best to use the Ultimate Doom Mapping Format
GZDoom Doom2 (UDMF)

 

Just a word of warning:
Doomworld is inhabited by mostly mappers for the original Doom format, and a core
group is especially fanatical about keeping their maps pure, and I mean pure, not
to be 'spoiled' by features which are offered by advanved sourceports.

 

That is not to say that you will encounter only those purists, there are a number
of very good and extremely good mappers who have made some really fantastic maps,
with those advanced features offered by GZDoom, including models of various kind.

 

My advice is to tread softly here on Doomworld, do not mention the limitations of
the Doom engine, lest you suffer jabs, insults and belittlement.

 

Definitive answers to specific questions can be gleened from the ZDoom Wiki.

I would suggest to visit the ZDoom forum to find out how you fare there.

If you need help with something just ask in the Zdoom forum.

Edited by DOOM mapping enthusiast

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I would recommend using Ultimate Doom Builder for mapping.

One of the easiest formats to learn (and to map for, and most compatable with sourceports) is Doom: Doom Format, or Boom: Doom Format.

 

However, there are other formats with more features, so you might want to use them. For example, UDMF, or Doom In Hexen format.

Depending on the format you want to map for, you should have different sourceports for testing (to avoid compatability errors with the format you're mapping for), such as; Chocolate-Doom/ChocolateRenderLimits or Crispy Doom if you're mapping for limit removing (no crashes based on visplanes/drawsegs), or (G)ZDoom if you're mapping for UDMF or Doom In Hexen Format.

 

I would recommend making a few maps before trying to make a megawad/publishing a map, so you'll know the basics, however, that's just a recommendation.

Needless to say, there's lots of people whom have made very good first-maps.

If you're mapping for vanilla/boom, you might want to install Whacked4 for changing elements in game if they don't fit your liking, but you'll need to export .deh files and you'll need Slade3 for importing them into a .wad.

 

Looking at other maps for inspiration helps, too.

 

List of source ports:

ZDoom/GZDoom

Chocolate/Crispy Doom

ChocolateRenderLimits

Eternity

 

Mapping Software:

Doom Builder(2)

Ultimate Doom Builder

(GZ)Doom Builder Bug-fix

 

WAD/PK3 Editors:

Slade

 

sorry i don't know any other editors

 

Enjoy your stay!

(3D models are only possible in ZDoom, EDGE and a few other ports)

Edited by Paf

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Thanks for the replies, I just downloaded GZDOOM and I'm going to check out UltimateDoomBuilder as there seems to be a lot of info out their on how to use it. I want to use Slade and I just downloaded it as well but, I don't see a lot of info on how to use it (even on what appears to be the official website). Is there any more info out there on how to use Slade?

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42 minutes ago, Haltronica said:

... Is there any more info out there on how to use Slade?

 

Unfortunately not. But it is relatively easy.

 

Think of Slade3 as a database listing every lump contained within 2 possible file structures, a wad file like Doom2.wad, where each entry is shown in between specific namespace identifiers. Sprites between S_START and S_END markers, flats between F_START and F_END markers, patch textures between PP_START and P_END markers, etc.

 

 

Spoiler

fvf5B3n.png

 

or pk3 structure like in Gene-Tech: Before the storm a map made by Enjay which I like to quote because it is a perfect example of how to structure a pk3 file and it is done with just actor models instead of sprites.

 

Spoiler

pA3gjhv.png

 

where entries are shown in namespace folders and subfolders.

Text files for the various definitions are shown in the root.

 

To familiarize yourself with GZDoom, my tutorials may be of assistance.

Edited by DOOM mapping enthusiast

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Just now, Haltronica said:

I tried to run "MyStandaloneGame.pk3" on GZDoom and I got this error. How do I fix this?

Untitled.png.0a3cfe82a57cec665a3054d98051b3b6.png

Mind sending me the .PK3? 

I have some experience with GZDoom.

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Okay, I found away around the first error I talked about earlier. Now I ran into another error with another program. I tried to use "standalone.ipk3" in Ultimate Doom Builder and I got this error. Does anyone know how to fix it? 

Untitled.png

 

@Barry Burton @Paf@DOOM mapping enthusiast

Edited by Haltronica
I forgot to @ people in this thread.

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To run the ipk3 file with GZDoom 4.6.1 follow the instruction on Nash's webpage.

The best way would be through a batch file (ie play.bat), for example

gzdoom.exe -iwad MyStandaloneGame.ipk3

and locate it in the GZDoom folder.

MyStandaloneGame.ipk3 should also be in the GZDoom folder.

Obviously you do not need any other IWAD (Doom.wad, Doom2.wad, etc.) for that.

Doubleclick the bat file.

 

To load the ipk3 file into UDB you need to unzip the ipk3 file first.

Then load MAP01.wad from the MAPS folder.

Include the ipk3 file as a resource.

Also include the gzdoom.pk3 file as a resource, but tick the exclude box for that one.

 

Spoiler

Di4NFMz.png

 

If you just want to see all the constituent parts of the ipk3 file, open it with Slade3.

 

See other standalone games done with GZDoom here.

 

Edited by DOOM mapping enthusiast

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On 9/17/2021 at 9:52 PM, DOOM mapping enthusiast said:

My advice is to tread softly here on Doomworld, do not mention the limitations of
the Doom engine, lest you suffer jabs, insults and belittlement.

 

Nice troll attempt. Next time you'll be awarded appropriately.

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