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NOOB Question - How do I load custom monsters/sprites into DoomBuilder 2?


SexyCorvus

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Hi everyone. 

 I'm a complete DB2 noob (and I'm also actually making maps for Heretic... but its all the same engine)

I would like to use monsters from some of the Modded WAD's I've downloaded in the past. In this case the Heretic craze monsters .pk3

 I've tried going to "Game Configurations" --> Resources ---> Add resource ---> From PK3 File 

 And selecting the relevant .PK3 file - it shows as though it has loaded it into DB2 - but when I go to the things menu, I don't have access to anything but Vanilla Heretic Monsters.

 Is there another way to get access to these monsters?

Thank you!!!!

 

Edited by SexyCorvus
misuse of editing terms

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Also, make sure the monsters have editor numbers and sprites, or they won't show even with UDB.

Many monsters can be summoned by name, but don't appear in the editor.

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1 hour ago, SexyCorvus said:

Is there a way to make the monsters show up in my Things menu? Or do I just have to memorize all the ID numbers of new monsters I use?

 

In your DECORATE/ZSCRIPT definitions, you can place stuff called "editor keys" which UDB will detect and use to sort your new actors into folders/subfolders.

image.png

 

1 hour ago, SexyCorvus said:

What do I do with monsters that don't have Decorate files in their .WADS? If there a way to find their ID numbers in a different file?

 

If an actor isn't written in DECORATE, it's (almost certainly) written in ZSCRIPT, a more advanced language for GZDoom. Because of the way ZSCRIPT works, you cannot place the editor ID in an actor's definition. You will instead have to make a MAPINFO lump with the editor number definitions.

 

Please note - in order for UDB to parse ZSCRIPT actors properly, you must include gzdoom.pk3 as one of your resources when creating a map:

image.png

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Thanks @Doomkid & @SOF2Fragger !!

 So if I could ask you guys one more question:

 I followed a tutorial to use SLADE to open .WAD files I downloaded from Realm 667. 

 I copied those files into my .WAD following a YouTube tutorial. 


 What I found is that when I go into Ultimate Doom Builder and open my Things menu - Under Decorate and under Monsters I don't see the monsters I added.

 However, if I place a "Thing" with the correct ID number from the DECORATE file that I uploaded to the .WAD, I am able to insert this new monster into my map.



 My questions are:

1) Is there a way to make the monsters show up in my Things menu? Or do I just have to memorize all the ID numbers of new monsters I use?

2) What do I do with monsters that don't have Decorate files in their .WADS? If there a way to find their ID numbers in a different file?


Thanks!!!

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Take the monster's decorate (for example, let's use "mymonster.txt") and put it in a folder called "decorate"

Then take your decorate file and add a line:

#include "decorate/mymonster.txt"

 

That should do it.

 

For number 2, you're out of luck. You have a bunch of sprites, but no monster. You may find the decorate files in a folder named "decorate", or "actors". 

Or, they used zscript.

Edited by SOF2Fragger
Added stuff

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On 3/31/2023 at 12:30 AM, SMG_Man said:

 

In your DECORATE/ZSCRIPT definitions, you can place stuff called "editor keys" which UDB will detect and use to sort your new actors into folders/subfolders.

image.png

 

 

If an actor isn't written in DECORATE, it's (almost certainly) written in ZSCRIPT, a more advanced language for GZDoom. Because of the way ZSCRIPT works, you cannot place the editor ID in an actor's definition. You will instead have to make a MAPINFO lump with the editor number definitions.

 

Please note - in order for UDB to parse ZSCRIPT actors properly, you must include gzdoom.pk3 as one of your resources when creating a map:

image.png


Thanks for this! 

I've noticed that when I add the GZDOOM.pk3 it breaks my game - likely cause I'm trying to make  a Heretic map but I get the following error

image.png.0e423c6547f2bde302e8dabaf33b2177.png

 

IS there a way around this?

 SORRRY GOOGLED THIS AND FIXED IT! I just needed to check the don't use this pack in testing parameter

Edited by SexyCorvus

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