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Adding custom sprites in Doom 2 format for PRBOOM


digbon1

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You mean for a Boom format WAD. I think I wanted to do this for one of my own maps, and I believe I was told that I had to choose existing sprites to replace with my new ones, and I wasn't sure I wanted to do that so I shelved the idea.

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New actors (sprites) is not possible by just adding them in DOOM/BOOM maps.

What you have to do is, you need to replace unused actors with new ones,

retaining the original sprite names. Then, if you want to give them a unoque

behaviour, use DHackED/WhackED.

 

An example is All Hell is Breaking Loose

 

It's a lot easier with GZDoom maps by using ZSCRIPT/DECORATE and add new

actors to your hearts content. Not so easy but quite possible is by using models.

Edited by Kappes Buur

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Final prboom-plus release (2.666) as well as current prboomX contain dehextra sprite definitions (SP00-SP99) in source code, so they should both support that standard. Dsda-doom supports dehextra and dsdhacked.

If you intend to target old prboom-plus versions like 2.5.1.x, then afaik existing sprite replacement is the only option. You can get some limited material to work with by targeting MBF compatibility and replacing sprites for its additions such as helper dogs.

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