JohnCook1994 Posted March 18, 2015 Hello there, I am pretty new to the Doom Editing Community. I am having an idea on making a wad with some of the monsters from Realm667. I downloaded them and unzipped them to a folder, and then went on to Slade 3. I did this more than once, some monsters appear to be missing in the DECORATE Things section of GZDoom Builder. For example, I want to try out the Hell Warrior from Realm667's website, but it seems like I may done a mistake on importing this monster by Slade. On the other side, I downloaded another monster from the Doom repository of Realm667's website, which is the Rottweiler, I copied the rottweiler and made my own Actor ID up, so I will not be confused, in the meantime, I did have the rottweiler up on GZDoom Builder, but not the Hell Warrior. Can someone analyze the problem I am having, I have not done this a while since I have deleted some monsters on my PC. I am pretty new for experience on SLADE and GZDOOM Builder. 0 Quote Share this post Link to post
AdamAK Posted March 18, 2015 I've never worked with GZDoom Builder before, but it sounds to me like you indeed made an error with actually importing the monsters in Slade. What I'd do in your case is to import the monsters into your WAD via Slade and give the lumps whatever names you want to give (e.g., ROTTWEIL for the Rottweiler and HELLWARR). Then, create a DECORATE lump with the content #include "ROTTWEIL" #include "HELLWARR" Make sure that both actors have an ID that isn't used by something else already (e.g., 20001 and 20002 are generally safe options). To use them in Doom Builder 2 (but this may be different for GZDB), you can just drop a Thing with those ID tags and it should show up fine in-game. I take it you've read up on monster editing on the ZDoom wiki, by the way? If not, then that's a good place to check out. Has quite a bit of information (though it'll likely take some experimenting before you'll understand it all). Hope that helped. 0 Quote Share this post Link to post
JohnCook1994 Posted March 19, 2015 AdamAK, thank you for the tip. Just use: #include "SAYTR" #include "HELLWARR" #include "FORGGONE" #include "ROTTWEIL" on the DECORATE file and rename those other Monster's decorate like the Forgotten One, I renamed it FORGGONE instead of DECORATE and placed it on the wad that I am planning on leveling. That actually answered my question. Thank you again. 0 Quote Share this post Link to post
Tango Posted March 19, 2015 if you are working with a pk3 instead of a wad file, you could also go the extra mile and organize things into folders. so in your pk3 archive, in the root you would, for example, have a folder labeled "actors" and inside you would dump your saytr.txt, hellwarr.txt, etc. then, in the root, you would just have a DECORATE lump that does the #include stuff like you wrote, but you would also include the filepaths. so the DECORATE lump in the root would just look like this: #include actors/saytr.txt #include actors/hellwar.txt etc. etc. if you haven't already, I would also recommend checking out this info on the ZDoom wiki. if you use those you can customize how the actor displays in GZDoom Builder. some of the monsters on Realm667 already have this info in their definitions, but if you use these, here's what it would look like: Actor Saytr 10802 { //$Category Monsters //$Color 1 Height 64 Radius 32 etc. etc. 0 Quote Share this post Link to post
JohnCook1994 Posted March 19, 2015 PK3? I might try that, even though I am at the mere beginning of GZDOOM Builder. Right now, I am working on a WAD file. My mind is growing. 0 Quote Share this post Link to post
Tango Posted March 19, 2015 hahaha alright. yeah since you're designing for (G)ZDoom, you have the option of using pk3, which gives you a lot more flexibility with your organization. if wad is fine and comfortable for you though then no harm in sticking to that 0 Quote Share this post Link to post
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