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trouble importing music into slade/mapinfo?


-Lj-

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anytime i add a custom midi file into a slade project and add it to a level via MAPINFO it breaks any map and im unable to open it with UDB appearing with the message "this wad has no maps" any tips to fix this and properly import custom music? (yes i do rename the songs tp D_RUNNIN etc.)

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//MAPS/////
map MAP01 "Crimson Castle"
{
    next = MAP02
    sky1 = "SKY4"
    music = "$MUSIC_RUNNIN"
    par = 150
}

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1 hour ago, Sonikkumania said:

Can you post how your MAPINFO lump looks like for, say, MAP01?

//MAPS/////
map MAP01 "Crimson Castle"
{
    next = MAP02
    sky1 = "SKY4"
    music = "$MUSIC_RUNNIN"
    par = 150
}

 

 

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Write your MAPINFO lump as a direct copy like this with your level data:

Quote

map E1M1 "Hangar"

{

levelnum = 1

titlepatch = "WILV00"

next = "E1M2"

secretnext = "E1M9"

sky1 = "SKY1"

cluster = 1

par = 30

music = "D_E1M1"

}

As use the direct name of your midi lump instead of "$MUSIC_RUNNIN". Try that for now I can't test anything when I'm remote.

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5 minutes ago, Sonikkumania said:

Write your MAPINFO lump as a direct copy like this with your level data:

As use the direct name of your midi lump instead of "$MUSIC_RUNNIN". Try that for now I can't test anything when I'm remote.

ok thx

 

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12 minutes ago, Sonikkumania said:

Write your MAPINFO lump as a direct copy like this with your level data:

As use the direct name of your midi lump instead of "$MUSIC_RUNNIN". Try that for now I can't test anything when I'm remote.

does not seem to work

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2 hours ago, ViolentBeetle said:

I have a feeling you dumped MAPINFO in the middle of map's lumps. Don't do that.

i always move the mapinfo lump above all other lumps

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Taking a quick guess, two thing come to my mind.

 

First, make sure you use "Archive > Import Files" instead of "Entry > Import" as latter will replace the currently viewed lump, possibly breaking your level if you replace a critical lump.

image.png.e7551681e7d162fcbba2823b74bd7371.png

 

Once your midi file has been properly imported, give it a cool name like "MUS_YES" (keep it under 8 characters).

Then, in your MAPINFO, input the same name you gave to your midi file.

 

map	MAP01	"Crimson Castle"
{
	next = MAP02
	sky1 = "SKY4"
	music = "MUS_YES"
	par = 150
}

This should work.

 

image.png

Edited by Oxyde

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//MAPS/////
map MAP01 "Crimson Castle"
{
    next = "MAP02"
    sky1  = "SKY4", 0
    music = "D_RUNNIN"
    par = 150
}

 

should work

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8 hours ago, Oxyde said:

Taking a quick guess, two thing come to my mind.

 

First, make sure you use "Archive > Import Files" instead of "Entry > Import" as latter will replace the currently viewed lump, possibly breaking your level if you replace a critical lump.

image.png.e7551681e7d162fcbba2823b74bd7371.png

 

Once your midi file has been properly imported, give it a cool name like "MUS_YES" (keep it under 8 characters).

Then, in your MAPINFO, input the same name you gave to your midi file.

 


map	MAP01	"Crimson Castle"
{
	next = MAP02
	sky1 = "SKY4"
	music = "MUS_YES"
	par = 150
}

This should work.

 

image.png

works great! thx so much im a decently new mapper, one more question though what software do you use to compose original midi music for doom levels?

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16 hours ago, urmother said:

works great! thx so much im a decently new mapper, one more question though what software do you use to compose original midi music for doom levels?

Glad to see it worked!

Sadly, composing is something I'm not familiar with I can't help you there as much.

Back then, the Doom Musicians Guild was the answer, but it seems to have gone offline.

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16 hours ago, urmother said:

what software do you use to compose original midi music for doom levels?

Lots of threads on this, they should give you some answers. Sekaiju is often recommended.

 

https://www.doomworld.com/forum/topic/124722-midi-composing/

https://www.doomworld.com/forum/topic/111692-composing-midi/

https://www.doomworld.com/forum/topic/115419-midi-composers-what-software-do-you-use/

 

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