BipperCold Posted August 26, 2023 I'm starting to do doom maps. I have clear concepts, but the problem is that I feel that the map is very empty. Do you know where I can find sprites like a table, a chair, a tree. etc? and to be able to make this type of "sprites" (I think they are called that) do you need to know programming? or can they be used with only the photos? 0 Quote Share this post Link to post
BipperCold Posted August 26, 2023 This is what I mean by "sprites", when I add one to slade3, the folder where all the modifications that I add go does not appear. 0 Quote Share this post Link to post
Darkcrafter07 Posted August 27, 2023 (edited) Adding sprites to the game is not as easy as simply uploading them to a wad or pk3. For classic or vanilla source ports you should use dehacked to replace ingame ones with yours. There are other formats like mbf, fragglescript and etc, depending on your sourceport that allow adding completely custom ones. I prefer ZDoom/GZDoom decorate as it's being really good and easiest. 1) place it in your resource wad or pk3; 2) edit your custom sprite offsets in Slade editor in order for it not to fall down through the floor; 3) apply editing settings; 4) create a file "decorate.txt" without brackets in your wad or pk3; 5) these are called actors not sprites, thus, create a custom actor like following: actor lamp_new 12000 { Height 8 Radius 8 +NOGRAVITY +SOLID States { Spawn: lmpn A -1 Stop } } lamp_new is a name you give to your new actor; 12000 - is what's called "type", choose higher numbers in order for them not to replace ingame ones; +nogravity means it's not gonna fall +solid means projectiles, monsters and players can hit it and collide; lmpn means first 4 characters of your custom sprite filename (it's a first limitation). So your file must be named like "LMPNA0.png" for example; A -1 means there is just one shot, it's completely still and unamitated; Stop tells the engine not to waste the engine precious CPU power on a non-animate object; 6) Save your wad or pk3 and give it a try, in Doom Builder these actors are located in "Custom-defined" or "Decorate" folders. https://zdoom.org/wiki/DECORATE Edited August 27, 2023 by Darkcrafter07 1 Quote Share this post Link to post
ramon.dexter Posted August 30, 2023 On 8/27/2023 at 12:40 PM, Darkcrafter07 said: Adding sprites to the game is not as easy as simply uploading them to a wad or pk3. For classic or vanilla source ports you should use dehacked to replace ingame ones with yours. There are other formats like mbf, fragglescript and etc, depending on your sourceport that allow adding completely custom ones. I prefer ZDoom/GZDoom decorate as it's being really good and easiest. 1) place it in your resource wad or pk3; 2) edit your custom sprite offsets in Slade editor in order for it not to fall down through the floor; 3) apply editing settings; 4) create a file "decorate.txt" without brackets in your wad or pk3; 5) these are called actors not sprites, thus, create a custom actor like following: actor lamp_new 12000 { Height 8 Radius 8 +NOGRAVITY +SOLID States { Spawn: lmpn A -1 Stop } } lamp_new is a name you give to your new actor; 12000 - is what's called "type", choose higher numbers in order for them not to replace ingame ones; +nogravity means it's not gonna fall +solid means projectiles, monsters and players can hit it and collide; lmpn means first 4 characters of your custom sprite filename (it's a first limitation). So your file must be named like "LMPNA0.png" for example; A -1 means there is just one shot, it's completely still and unamitated; Stop tells the engine not to waste the engine precious CPU power on a non-animate object; 6) Save your wad or pk3 and give it a try, in Doom Builder these actors are located in "Custom-defined" or "Decorate" folders. https://zdoom.org/wiki/DECORATE Okay, a little clarification. The number 12000 is not at all called "type". It's called 'doomed number', so the editor can refer to this actor. Correct naming of things is important. 0 Quote Share this post Link to post
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