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A Question About Keycards


Captain_Neko

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So... I made some new Red, Blue, Yellow key sprites (as well as there HUD icons but that is a secondary concern) to replace the more sci-fi looking keycards.

keys.PNG.e1dd0bd4868dde98aaee8979e97cc571.PNG

But I'm unsure how to do this properly, I've looked for tutorials but im not finding what I exactly need.

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All of the above and...

So, working on one of my wad files not long ago, I needed to change the color of a key. See, I have this HUD

which is blue and blue keycards just wasn't going to work for me.

 

Spoiler

statusLZDoomSmall.png.3edc1d036c59e7058c32d55f79398d6b.png

As a bonus, Doomguy gets a booger...

 

Well, getting the blue key changed to green on the HUD was the easy part:

 

Spoiler

keyConversation.png.cbf940586db7a05df06f29616778ece8.png

 

Yes, those are the names of the blue key graphics used in Doom; STKEYS0 (regular card), STKEYS3(skull card) and STKEYS6 (combo of both).

 

Sometime after this, I discovered the alternate HUD of Zandronum. And my key there was still showing up blue. It turned out that the

alternate HUD uses the actual key sprite you would see in-game, you know, the one you pick up. Fine, I'll recolor them too:

 

Spoiler

bKeyConversation.png.b2ab4a0bf679e1a8e9ab9d90b69ec022.png

 

Great! But when I pick up my newly minted (green) blue key, the console says "PICKED UP A BLUE KEYCARD".

Too, when I go to door that takes the new green key and hump that door without the key, the message is:

"YOU NEED A BLUE KEY TO OPEN THIS DOOR".

 

How to fix? How to fix?....

First I'll tell you my full solution that worked for me but then I'll also point you to a few pages which discuss other

ways and additional ramifications. In my case, I'm using Zandronum so most of the documentation that pertains

to ZDoom works for me.

1) I created a LOCKDEFS lump in my WAD file. Inside that (view as text) I typed in the following:

 

Spoiler

Lock 130
{
   Message "you need a green keycard to get outta here!"
   BlueCard
}

 

2) Then, I created a LANGUAGE lump inside my WAD and viewing the text I typed there look like so:

 

Spoiler

[enu default]
GOTBLUECARD = "you have received the teeniest, greeniest keycard";

 

I have no clue what other Doom ports this would work in other than it works in my target of choice, Zandronum. It

probably works in any ZDoom-based port but I have no idea about stuff like DSDA, PrBooms, Crispy, etc.

 

Finally, I promised some links to further reading while you think about food...:

https://zdoom.org/wiki/Key_types

 

https://www.doomworld.com/forum/topic/116899-key-cards-no-longer-working-when-using-inheritance/

 

https://www.doomworld.com/forum/topic/85757-key-replacement/

 

https://www.doomworld.com/forum/topic/123441-problems-with-new-custom-keys/?tab=comments#comment-2355114

 

https://www.doomworld.com/forum/topic/60638-using-custom-keys/

 

Good luck and may the schwartz be with you!

 

 

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23 minutes ago, Captain_Neko said:

So... I made some new Red, Blue, Yellow key sprites (as well as there HUD icons but that is a secondary concern) to replace the more sci-fi looking keycards.

keys.PNG.e1dd0bd4868dde98aaee8979e97cc571.PNG

But I'm unsure how to do this properly, I've looked for tutorials but im not finding what I exactly need.

Do you have slade 3? just go into the texture editor and replace the sprites.

 

I'm not very good with this either, this is my best guess.

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47 minutes ago, DoomGuy999 said:

Do you have slade 3? just go into the texture editor and replace the sprites.

 

I'm not very good with this either, this is my best guess.

I am indeed using Slade, but I'm using PK3 format. Sorry I probably should have clarified that.

Capture.PNG.bc1ed5534f86504e26ce63ee8b8fc511.PNG

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You can just throw sprites in wad directly, but don't forget to convert them to doom image format, and also name them accordingly to key sprites (for example, if vanilla red key sprite called RKEY, yours should be named the same)

I don't remember actual names for sprites, maybe you can find them on doomwiki, when covering even such trivial topics it reveals useful info for editing

 

Source:

https://doomwiki.org/wiki/Key

Sprites actually called just as RKEY, BKEY and YKEY, but they have "frames" A and B, so I suppose their actual names are RKEYA, RKEYB, and etc

You can just check your iwad sprites to be sure how to name sprites

Edited by bobstremglav

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13 hours ago, prfunky said:

All of the above and...

So, working on one of my wad files not long ago, I needed to change the color of a key. See, I have this HUD

which is blue and blue keycards just wasn't going to work for me.

 

Thanks! Sorry I haven't commented sooner. Was busy yesterday. And as a follow up question, is it a similar processes for making new Type of key? (for example, a silver key for accessing a secret area or level)

 

*Edit. Looking through the links you gave I have answered my own question.

Edited by Captain_Neko
I answered my own question.

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On 3/24/2024 at 10:30 PM, bobstremglav said:

You can just throw sprites in wad directly, but don't forget to convert them to doom image format, and also name them accordingly to key sprites (for example, if vanilla red key sprite called RKEY, yours should be named the same)

I don't remember actual names for sprites, maybe you can find them on doomwiki, when covering even such trivial topics it reveals useful info for editing

So you Say to throw them into the WAD directly, does that mean I still half to put it in the PK3 file as well?

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4 minutes ago, Captain_Neko said:

So you Say to throw them into the WAD directly, does that mean I still half to put it in the PK3 file as well?

I'm not expert about PK3, so others should answer this probably. But in theory, pk3 isn't required, it's basically just zip

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