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Replacing Obstacle Textures with Slade?


_koraichu

Question

I'm working on a HL1-inspired .wad and I want to include other Doomguy characters, like how HL has other scientists in Black Mesa. To do this, I've replaced the "Evil Eye" texture with a human texture. Or, so I thought, as it isn't working. I put the graphic into Slade, converted it to Doom format, and made two copies of it, one under the name "CEYE" (From the Doom Wiki) and one called "CEYEA0" (What DBX calls it). I set this custom .wad to have higher priority in DBX, but it still won't replace the Evil Eye. Help?

 

Below are pictures from the Slade directory of my resources .wad, the "Map Options" of the map .wad in DBX, and a screenshot of the map in the editor with the incorrect sprite.

image.png.3ccc33f8986884459594435008ec7912.pngimage.png.f52a8278dffc1640bdd6613be9b23348.pngimage.png.fab1da3a9d6ca32b2d23296dadd1851c.png\

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1 hour ago, Stabbey said:

The Evil Eye is a Sprite, not a texture. You want your markers to be S_START and SS_END

now when i test the map, the eye animates normally for two frames and then switches to the added custom sprite, but in a weird spot?????

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I didn't notice that issue first time. Your second sprite should be named CEYEB0.

 

Here's the naming convention for sprites: CEYE is the 4-character code for the sprite, A is the Frame, and 0 is the rotation (1 through 8 for sprites which have rotational frames (monsters), and 0 for sprites which do NOT have rotational frames (such as the eye).

Edited by Stabbey

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11 hours ago, _koraichu said:

but in a weird spot?????

You need to set offset. SLADE does a decent job auto-setting it (Right-click, change offset, select monster)

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