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Need help adding cutscenes.


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I've been trying to add cutscenes to my Doom mod, so i followed along with this Youtube Tutorial:


I followed the steps he showed and all, and tested it in GZDoom and whenever i open the exit door and finish the level it finishes but it doesn't show the cutscene, wondering if there is something wrong idk i only started learning Doom modding last week lol.

If anyone has any tips or suggestions, that would be great i just really wanna get my mod done before June.

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no wonder you cant get anything done. this tutorial is spastic as hell lol i couldnt even follow what he was trying to show and he explained none of what anything does.  basically was like "do this like this and it should work".

 

that being said your post lacks alot of context. what kind of mod are you trying to make for doom and you just started last week?

 

Are you just referring to a custom map? generally those are referred to as WADs after the file name.

Or are you developing some kind of gameplay mod or UI mod?

 

Assuming your just making a map and trying to add some interpolation using cameras within the map, start here - this is how i learned to make all my moving title screens and i even use some older open world game style action based cutscenes where you hit a switch and the screen shows a door opening on the other side of the map to give you an idea of what just happened since it was out of sight

 

https://www.youtube.com/watch?v=nwpW8M8BbtQ

 

If you are new to UDB and map making - save this guy.  Chubz has 2 main playlists a UDB playlist where he really dives into almost anything you could want to do in UDB.  the other is a zscript & acs tutorial.

 

My first map UAC blacksite was made on the back of his content and each branch in the map effectively serves as a different video and thing i was trying to learn

 

Now if on the other hand you are really just trying to get GZdoom to play an mp4... that magic is gonna be in slade.  most likely in your mapinfo or cluster definitions.  a screenshot of your mapinfo could help alot.

 

Heres another video up that alley with more in depth instructions for the slade side of things.

https://www.youtube.com/watch?v=5WOCMoyi5MM&t=313s

 

Also definetly you will probably need to reference the mapinfo section of the wiki - he links to it in the video

 

hope this helps

Edited by shroomzy5000

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5 hours ago, shroomzy5000 said:

 

https://www.youtube.com/watch?v=nwpW8M8BbtQ

 

If you are new to UDB and map making - save this guy.  Chubz has 2 main playlists a UDB playlist where he really dives into almost anything you could want to do in UDB.  the other is a zscript & acs tutorial.

 

@shroomzy5000 I learned 99% of the doom mapping from Chubz tutorial videos and now I'm making something that I thought impossible for me years ago.

 

@Divided2 This video Shroomzy mentioned is long, very explained and also has a demo to download so you can actually see the example, which is quite helpful if you like to examine. I found this few days ago and I'm watching this too because I also need something similar in my current project so I highly recommend this.

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On 5/6/2024 at 6:02 AM, shroomzy5000 said:

 

Oh don't worry xd, i managed to insert cutscenes into my mod, for some information it's into a PK3, the PK3 contains all the pwads that have all my maps and levels, the MAPINFO file in my PK3 file uses all the stuff in my pwads, each episode has it's own pwad, all the textures, music, sprites, and stuff is all in another pwad.

 

I managed to insert a cutscene as an intro to an episode which is fine as i want an intro to an episode but there is also a level in my episode that i want to have an outro, i want an outro in the first level of the game, how could i do that?

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@Yousuf Anik 

 

Yeah same i've been watching his tutorials as well, he's very sigma.

 

I've watched most of Kris Occhipinto's tutorials on Eureka Doom editor, his tutorials are better for me as we're both using the same software xd, but Chubz has made alot more tutorials so i watch both of them lol.

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3 hours ago, Divided2 said:

 

Oh don't worry xd, i managed to insert cutscenes into my mod, for some information it's into a PK3, the PK3 contains all the pwads that have all my maps and levels, the MAPINFO file in my PK3 file uses all the stuff in my pwads, each episode has it's own pwad, all the textures, music, sprites, and stuff is all in another pwad.

 

I managed to insert a cutscene as an intro to an episode which is fine as i want an intro to an episode but there is also a level in my episode that i want to have an outro, i want an outro in the first level of the game, how could i do that?

 

Again I don't know specifically but anything to do with entering and leaving levels is going to be done with clusters.  or at least that is how i understand it.  This is how secret endings work because in a cluster you can get more specific with how the game treats progression and what to do when the end of a map has been reached.  In my wads for example - beating the map normal gives you and ending credits screen i made, then ends the game.  the literal endgame credits of doom 2 roll and thats it.  But using a cluster definition, the secret endings of my levels will dump you into E1M1 of Doom 2 with all of the weapons you acquired from my map completely bypassing the ending credits and its like my level becomes e1m1 only when you achieve the secret ending.  So its like the reward for secret ending is getting to keep playing the vanilla doom 2 game, where as without the secret ending, the WAD effectively ends with my map.

 

Now given this context, if i was trying to do what you are, i would imagine it goes something like this.  If outro happens every single time when finishing level, then you make the cluster definitions point your current maps next level to the outro cutscene, but if its like an optional thing, then you tie it to the secret ending end have the secret next be the cutscene and the normal end not.

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9 hours ago, shroomzy5000 said:

 

Again I don't know specifically but anything to do with entering and leaving levels is going to be done with clusters.  or at least that is how i understand it.  This is how secret endings work because in a cluster you can get more specific with how the game treats progression and what to do when the end of a map has been reached.  In my wads for example - beating the map normal gives you and ending credits screen i made, then ends the game.  the literal endgame credits of doom 2 roll and thats it.  But using a cluster definition, the secret endings of my levels will dump you into E1M1 of Doom 2 with all of the weapons you acquired from my map completely bypassing the ending credits and its like my level becomes e1m1 only when you achieve the secret ending.  So its like the reward for secret ending is getting to keep playing the vanilla doom 2 game, where as without the secret ending, the WAD effectively ends with my map.

 

Now given this context, if i was trying to do what you are, i would imagine it goes something like this.  If outro happens every single time when finishing level, then you make the cluster definitions point your current maps next level to the outro cutscene, but if its like an optional thing, then you tie it to the secret ending end have the secret next be the cutscene and the normal end not.


Yeah but not that type of outro, i want my IVF to be the level outro lol.
 

map E1M1 "Home or Hell?"
{
next = E1M2
outro
	{
		Video = "E1M1.ivf"
		Sound = "E1M1.wav"
	}
}

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