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*** The "ask a miscellaneous editing question" thread ***


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@Doomdude89 The [ ] keys also make the grid bigger or smaller by factors of 2, which is useful if you want to shrink down to do some detailing or up if you don’t need the finer grid for something. Generally speaking 8x8 is the grid I default to, I’m not sure what other folks’ standard practice.

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This has probably already been answered somewhere but my searches were fruitless, I'm wondering if, and how, you can "fuse" a dehacked file with a wad so you don't have to load them both

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You just put the dehacked file in the wad, call the lump DEHACKED. This will only work for ports that expect to find it there, so Boom and related, generally. Vanilla can't read it like that, though inversely the current Doom Classic port must read it like that (it can't read dehacked externally). 

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3 minutes ago, Edward850 said:

You just put the dehacked file in the wad, call the lump DEHACKED. This will only work for ports that expect to find it there, so Boom and related, generally. Vanilla can't read it like that, though inversely the current Doom Classic port must read it like that (it can't read dehacked externally). 

That was almost disappointingly easy. Thanks a bunch!

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Has anyone ever made wads that change all text-related sprites in doom to different colours? Or something to this effect? Perhaps there's easy way to repaint them into arbitrary color?

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20 minutes ago, ViolentBeetle said:

Has anyone ever made wads that change all text-related sprites in doom to different colours? Or something to this effect? Perhaps there's easy way to repaint them into arbitrary color?

There are, but they usually come in the form of a hi-res HUD of some sort.

I've seen them in random Mods or conversions in the past though.

 

Can't remember if they're in one of the hi-res sprite projects for Zdoom.

Text is more so considered a graphic than a sprite though.

Edited by Mr.Rocket

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Is there an easy way to move textures from one wad to another? I'm considering making a custom texture pack out of several different texture packs, not enough to merge entire wads, but enough that simply looking for patches I need manually would not be practical.

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6 hours ago, ViolentBeetle said:

Is there an easy way to move textures from one wad to another? I'm considering making a custom texture pack out of several different texture packs, not enough to merge entire wads, but enough that simply looking for patches I need manually would not be practical.

 

Isn't that where Slade3 comes in?

 

For DOOM/BOOM stick them in between P_ markers, convert to DOOM format if not already, and create new TEXTURE1 or TEXTURE2 and PNAMES lumps.

 

PrBoom+ and Crispy may support png, I'm not sure.

 

For G/ZDOOM stick them in between TX_ markers and you're done.

Edited by Kappes Buur

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My question is kind-of random, but is it possible to have projectiles (IE, fireballs and such) interact with player-fired projectiles?

 

I have an idea that involves "interceptive projectiles", enemy projectiles which can intercept player-fired projectiles and prematurely detonate them, but I have no clue if it's even possible. An alternative idea might be to have Lost Souls work that way, sacrificing themselves to destroy a projectile (which may damage the player if too close).

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Apologies if this has been asked before but I'm curious, how would I go about making vanilla compatible sound effects/converting WAV sound files into DMX PCM?

 

I know Slade can convert graphics to the proper format but I can't seem to find an option for sound files (if one exists). I've tried converting the file to an 8-bit WAV PCM but then when I launch the WAD in PrBoom-plus it sounds like the game is reading the file as static.

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Slade3 has an option to convert to doom format sounds but the audio needs to be in exactly the right format first for it to show. What you need is a single channel 8bit (unsigned) WAV. Typically 11khz or 22khz but any frequency is fine. Once you have the right format, right clicking the sound in slade will present an option to convert to Doom format. 

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12 hours ago, ViolentBeetle said:

Is there an easy way to move textures from one wad to another? I'm considering making a custom texture pack out of several different texture packs, not enough to merge entire wads, but enough that simply looking for patches I need manually would not be practical.

SLADE will copy the needed patches from one archive to another when you copy a texture from archive A's texture editor tab to archive B's texture editor tab.

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6 hours ago, Gez said:

SLADE will copy the needed patches from one archive to another when you copy a texture from archive A's texture editor tab to archive B's texture editor tab.

Oh, I didn't think it would be that simple so I didn't even try.

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So like, does anyone else have problems with WhackEd 4 throwing verbose errors when opening/saving/closing files?  I want to do some dehacking but not if I think the program is going to blow up my work every time I do anything.  I already have had a couple .deh files become apparently useless for reasons I can't explain and I can't help but wonder if WhackEd has cocked them up somehow.  Should I try and fix it or just revert to using an older version of WhackEd?

Edited by StupidBunny

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11 hours ago, ViolentBeetle said:

Can dehacked change what flats are used in text screens? The name should be referenced somewhere, right?

 

It sure can.

 

Dehacked01.PNG.edc137f74569cfbc972a72d6fe6f0e51.PNG

 

These are the entries per WhackEd.  Note that BGFLAT06 is the only one I've changed.

 

In the actual .deh it's under the [STRINGS] heading as

BGFLAT06 = BLACK1

 

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Yo

 

I keep seeing these vertically scrolling textures in maps but can't seem to figure out how they work, I only see the "scroll texture left" action, are they specific to a certain map editor? Or a specific mapping format?

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14 minutes ago, Snark said:

Yo

 

I keep seeing these vertically scrolling textures in maps but can't seem to figure out how they work, I only see the "scroll texture left" action, are they specific to a certain map editor? Or a specific mapping format?

 

Yeah, vanilla doesn't support vertical scrolling.  You could try making your map in Boom format if you want more flexibility without deviating too much from the vanilla experience.

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What controls for the raising/lowering speed of donut floors?  I built this kind of complicated nested donut thing using dummy sectors and such and it had been working fine, but suddenly the two lower floors on two different donuts are moving at different speeds, even though they start and end at the same floor height.  Their respective pillars start at different heights, sure, but again, that hadn't been causing any complications until just now.  Am I missing something?  It's making me nuts because, again, the whole thing worked fine until recently and I can't figure out why to save my life.

 

EDIT: I just solved the problem, lol.  One of the donuts I built actually had multiple pillars in the middle of it, all starting at the same height.  They had originally all been the same merged sector, too, but somehow all my merged sectors got unmerged (RIP all my careful dummy sectoring) and instead the donut had three separate pillar sectors inside it.  Apparently, for reasons someone more familiar with the code might understand, when the sectors are all merged like this it causes the floor of the donut to rise faster and, if I'm not mistaken, the pillars to fall more slowly.  Now that I know this I might just try and exploit it actually...

Edited by StupidBunny

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7 hours ago, Snark said:

Yo

 

I keep seeing these vertically scrolling textures in maps but can't seem to figure out how they work, I only see the "scroll texture left" action, are they specific to a certain map editor? Or a specific mapping format?

 

Yo Snark.

 

Are you talking about the animated FALL textures (slimefalls, bloodfalls, waterfalls, etc.)? In that case, those textures appear to be scrolling vertically (down) because they are coded to go through a particular animation loop (for example, SFALL1 -> SFALL2 -> SFALL3 -> SFALL4).

 

If you're talking about something like DBRAIN that is scrolling vertically, then you're out of luck with vanilla and limit-removing. StupidBunny is correct, vanilla and limit-removing can only handle scrolling left.* You would have to use Boom, which can scroll textures up, down, left, right, and at an angle. You can also scroll different textures at different speeds.

 

* You're out of luck with scrolling up or down, but there is a rather hacky way to make textures scroll right in vanilla, but it may not be possible to set up in most (if any) modern editors, and the ZDoom family of ports may completely ignore it anyway. From what I understand, Plutonia has some of these right-scrolling textures. I've never tried it personally, but from the way it's been described in an older post, the textures are made to scroll right by making several linedefs that all have linedef type 48 (scroll left), and manually setting all of those linedefs to reference the same sidedef. The more times you do, the more you'll increase the scrolling speed, until you have enough such linedefs and the texture actually starts scrolling to the right. Apparently, this happens at 63 scrolling linedefs and vanilla can only handle 64 scrolling textures before crashing.

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Does anyone here have this font as .BMP for Bitmap Font Writer?

B4j5MJHCEAAxPDw.jpg:large

EDIT:

No longer need it, I've made it myself

Edited by SilverMiner

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If i have 2 made custom wads how do i combine them in 1 wad? 

Im talking about for example E1M1 and E1M2 so that if i end E1M1 the next one E1M2 is also my custom level. You cant do it in doom builder i need some other program?

Edited by Doomdude89

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4 minutes ago, Doomdude89 said:

If i have 2 made custom wads how do i combine them in 1 wad? 

Im talking about for example E1M1 and E1M2 so that if i end E1M1 the next one E1M2 is also my custom level. You cant do it in doom builder i need some other program?

If you go to file>save map into... you can save a map into another wad file, though I'd recommend also having separate files on standby just in case something happens to the file with both maps.

 

That said, having SLADE could be handy if you wanted to do anything more beyond having more than one map in a wad.

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Just now, Doomdude89 said:

Any video showing how i add maps to slade? Cant find any videos.

It's as easy as copying and pasting the block starting with map's declaration (i. e. MAP01) and to the final block (In Doom2 format it will be BLOCKMAP, if I remember correctly)

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No, that's not how that's done. Take a look at other mapsets and notice they have the lumps of all maps contained in the single wad. You can't have wads in wads (unless it's Doom64).

Like so:
57aea63911.png

Edited by Edward850

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1 hour ago, Doomdude89 said:

Any video showing how i add maps to slade? Cant find any videos.

Load the individual pwads into Slade3.

Copy/paste subsequent pwads into MAP01

Make sure that MAPxx are not duplicated

 

 

Edited by Kappes Buur

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