digbon1 Posted October 6, 2023 How does one add custom thing (props) sprites for Prboom? 0 Quote Share this post Link to post
Stabbey Posted October 6, 2023 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. 0 Quote Share this post Link to post
Kappes Buur Posted October 6, 2023 (edited) 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 October 6, 2023 by Kappes Buur 0 Quote Share this post Link to post
Doomy__Doom Posted October 6, 2023 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. 0 Quote Share this post Link to post
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