Stabbey Posted September 19, 2022 30 minutes ago, Gez said: It means that it expects to have the GZDoom resources available when you make a GZDoom map. It's especially important if you use custom actors (yeah, you can use them regardless of map format) because then UDB will need to have access to the base GZDoom resources to understand new actors correctly. So that warning was added as "covering the bases" warning largely in case map authors wanted to use custom actors? Okay, got it. I wasn't using custom actors in the map, so it seems unnecessary to add in the .pk3 file. But should I anyway? 0 Quote Share this post Link to post
Gez Posted September 19, 2022 Well, it'll silence the warnings, so that seems as good a reason as any. 0 Quote Share this post Link to post
Powerhouse Willington Posted September 30, 2022 Is there a way to change the way invulnerability alters the screen when picking it up? I strongly dislike the inverted black-and-white effect it currently has. Im using GZDoom. 0 Quote Share this post Link to post
Dragonfly Posted September 30, 2022 9 hours ago, Powerhouse Willington said: Is there a way to change the way invulnerability alters the screen when picking it up? I strongly dislike the inverted black-and-white effect it currently has. Im using GZDoom. Yep. Using DECORATE, define a new InvulnerabilitySphere that replaces the original, and simply choose a different colour map. Code example here: Actor invulsphere : InvulnerabilitySphere replaces InvulnerabilitySphere { Powerup.Color GreenMap } You can see more info on powerup colours on the zdoom wiki. 0 Quote Share this post Link to post
Powerhouse Willington Posted September 30, 2022 10 hours ago, Dragonfly said: Yep. Using DECORATE, define a new InvulnerabilitySphere that replaces the original, and simply choose a different colour map. Code example here: Actor invulsphere : InvulnerabilitySphere replaces InvulnerabilitySphere { Powerup.Color GreenMap } You can see more info on powerup colours on the zdoom wiki. I've got the script working and I'm messing with the colors. Is it possible to deepen the darker colors? Kind of like dragging the levels slider in Photoshop to the right. 0 Quote Share this post Link to post
ChopBlock223 Posted October 2, 2022 Anyone I can solicit for help with MIDI music? I know about nothing of how to do MIDI stuff, and I'm busy enough with other aspects of the project that I don't really have the time for embarking on the quest of learning it (I also know norhing of composing music). Stuff that I would need primarily is things like completing a partially finished MIDI, and then also removing the fadeout on at least one MIDI so it loops seamlessly. Possibly one or two MIDIs need their volume adjusted to match the rest in the .wad New compositions, or new arrangements, would be interesting, but isn't something which is currently needed. 0 Quote Share this post Link to post
Sneezy McGlassFace Posted October 2, 2022 When I try to convert 64x64 image to Doom Flat, it becomes 4.00kb but type "unknown". No icon, no preview. Does it mean it's corrupted? 0 Quote Share this post Link to post
CblBOPOTKA Posted October 5, 2022 On 9/30/2022 at 7:44 AM, Powerhouse Willington said: Is there a way to change the way invulnerability alters the screen when picking it up? I strongly dislike the inverted black-and-white effect it currently has. Im using GZDoom. You can also change penultimate row in COLORMAP lump: (courtesy of capybara) 0 Quote Share this post Link to post
Edward850 Posted October 5, 2022 5 minutes ago, CblBOPOTKA said: You can also change penultimate row in COLORMAP lump: Actually, that only works for ports that aren't GZDoom. It doesn't use the colourmap for HUD effects, even in its software renderer. Only ports like Eternity and Crispy (and vanilla, of course) will handle this. 1 Quote Share this post Link to post
maxmanium Posted October 5, 2022 On 10/2/2022 at 1:24 PM, Sneezy McGlassFace said: When I try to convert 64x64 image to Doom Flat, it becomes 4.00kb but type "unknown". No icon, no preview. Does it mean it's corrupted? This is actually just a bug in the latest version of SLADE. Just reopen the wad and it should show up as a flat. @sirjuddington 2 Quote Share this post Link to post
Dweller Dark Posted October 5, 2022 It's been a while since I've tried messing around with making Doom wads, so would UDB or Slade be easier to get into? I don't really remember which one is more user-friendly. 0 Quote Share this post Link to post
Edward850 Posted October 5, 2022 14 minutes ago, Eddie 2077 said: It's been a while since I've tried messing around with making Doom wads, so would UDB or Slade be easier to get into? I don't really remember which one is more user-friendly. You'll find that you'll want both. UDB is a map editor, Slade is a lump editor (though it does have map editing capabilities). 1 Quote Share this post Link to post
Dweller Dark Posted October 5, 2022 2 minutes ago, Edward850 said: You'll find that you'll want both. UDB is a map editor, Slade is a lump editor (though it does have map editing capabilities). I gotcha. What is a lump when it comes to Doom? 0 Quote Share this post Link to post
Kappes Buur Posted October 5, 2022 (edited) A 21 hours ago, Eddie 2077 said: What is a lump when it comes to Doom? Any entry in a doom port wad or pk3 folders. All of those are lumps. And those are ordered into namespaces between markers, except the map namespace which is the block from MAPxx to BLOCKMAP. Edited October 5, 2022 by Kappes Buur 1 Quote Share this post Link to post
Edward850 Posted October 5, 2022 1 hour ago, Kappes Buur said: Any entry in a map. *wad 1 Quote Share this post Link to post
taedev Posted October 11, 2022 If I wanted to make a Boom-compatible, complevel 9 map, could my map have these features? 1. After pressing a switch, a gap appears in the floor and widens until the player must fall through it. 2. The map has three skies plus one animated sky. The animated sky would preferably repeat after 2+ minutes. 3. One room has a lot of fog, and two other rooms have some fog. 4. One room has hollow pillars. From the bottom some pillars appear hollow and lighted, and they have items inside that you can pick up. From the top, the player can't see the light or hollowness. The player can walk on top of them, and the top edges have glowing borders. When the player walks on them, they don't pick up any items below. I hope that the deep water (242) effect can do this, and the hollow part would not be larger than 32 units to keep the player from falling down. 5. There is a silo with a pain elemental, and a mancubus near the top. It's room-over-room, or in this case staircase-over-staircase. Instant teleporters give the illusion that the silo is one single area, and some inner pillars by the teleport borders help keep up the illusion. The player enters the silo by falling into the top, but the player can't see what's inside until falling in. 6. After pressing a switch, a spectre appears. If the switch were not pressed and the player crossed over a lindef, the spectre would be teleported somewhere different. If neither the switch were pressed or linedef crossed, on exiting the level the spectre would be slowly crushed. 7. If a player crosses a linedef, a lot of monsters will teleport in a room. If the player didn't cross the linedef but went into a small room instead, a handful of monsters would teleport into a different room. If the player didn't go into either of those places and simply exited, that large group of monsters would get crushed at a slow, staggered rate. 8. If the player entered an area, the area would have lots of monsters teleported in. If the player pressed a switch before entering the area, no monsters would appear. If the player exits, the monsters that didn't appear would be slowly crushed. The switch could be toggled any number of times until the player crosses a linedef near the exit. 9. One teleporter would send the player to location x, but it would send them to location y if they entered/left a certain number of times. If they pressed a switch, this action would be disabled, and the teleporter would send them to location x no matter how many times the player entered it. 0 Quote Share this post Link to post
poisonhead Posted October 11, 2022 (edited) Gotta a few questions... How do I do bonfire in vanilla/boom Doom II? Think I _might_ be able to do a crappy one using crossed textures or sprite but I suck at all things lighting so how one would make a bonfire that's recognizable as bonfire? Doesn't need to be the greatest but something that does the job. Also other primitive ancient things like tools, pieces of wood etc would be welcome if such resources (or tips on how to do them) exist. Think I could figure these out myself but am tired, hungover and deadline is closing in so was hoping someone to give me an example, pointers or something. Also are there examples of bunk beds? Or regular beds that have space underneath them? I'm _still_ confused that can do Boom do any other kinda 3D except another invisible floor? (which I'm unable to do as I like but manage to f*ck everything up). I'm slowly getting tired of very old school solutions like making the under the bed textures black save for the legs and put it in a very dark room. Whatabout the texture scrolling linedef, how do you set the x and y speed? Guess I have to spy some examples, just been trying to read docs and try to figure out things by myself but not with the best luck. I'd _love_ to be able to scroll walls in angles (45 degree ones like / and \) and also at the speed of my choosing. Does there exist _any_ texture packs, example wads, sites or anything which solely show all kinds of middle texture magic and/or has some nice middle textures? I already spend way too much time on Paint Shop Pro and am not the best at middle textures. Is there a way to get other enemies be rendered like spectre and invisible player? PS. Sorry for messy post (which was supposed to be shorter but my posts always take a life of their own) with many stupid questions. Any help very much appreciated! :) Edited October 11, 2022 by poisonhead 0 Quote Share this post Link to post
Pegleg Posted October 13, 2022 On 10/10/2022 at 11:59 PM, taedev said: If I wanted to make a Boom-compatible, complevel 9 map, could my map have these features? 1. After pressing a switch, a gap appears in the floor and widens until the player must fall through it. 2. The map has three skies plus one animated sky. The animated sky would preferably repeat after 2+ minutes. 3. One room has a lot of fog, and two other rooms have some fog. 4. One room has hollow pillars. From the bottom some pillars appear hollow and lighted, and they have items inside that you can pick up. From the top, the player can't see the light or hollowness. The player can walk on top of them, and the top edges have glowing borders. When the player walks on them, they don't pick up any items below. I hope that the deep water (242) effect can do this, and the hollow part would not be larger than 32 units to keep the player from falling down. 5. There is a silo with a pain elemental, and a mancubus near the top. It's room-over-room, or in this case staircase-over-staircase. Instant teleporters give the illusion that the silo is one single area, and some inner pillars by the teleport borders help keep up the illusion. The player enters the silo by falling into the top, but the player can't see what's inside until falling in. 6. After pressing a switch, a spectre appears. If the switch were not pressed and the player crossed over a lindef, the spectre would be teleported somewhere different. If neither the switch were pressed or linedef crossed, on exiting the level the spectre would be slowly crushed. 7. If a player crosses a linedef, a lot of monsters will teleport in a room. If the player didn't cross the linedef but went into a small room instead, a handful of monsters would teleport into a different room. If the player didn't go into either of those places and simply exited, that large group of monsters would get crushed at a slow, staggered rate. 8. If the player entered an area, the area would have lots of monsters teleported in. If the player pressed a switch before entering the area, no monsters would appear. If the player exits, the monsters that didn't appear would be slowly crushed. The switch could be toggled any number of times until the player crosses a linedef near the exit. 9. One teleporter would send the player to location x, but it would send them to location y if they entered/left a certain number of times. If they pressed a switch, this action would be disabled, and the teleporter would send them to location x no matter how many times the player entered it. Here are my comments on your questions. I don't consider myself an absolute authority on Boom mapping, so someone else may be able to chime with other ideas. 1. You could certainly approximate a gap opening, by having several sectors lower into the floor and change their texture to something else (that could be done with voodoo doll scripting and generalized linedefs). Now, the "falling into it" part is a bit more difficult. You might be able to combine a 242 sector blocking you from crossing into the "gap" until it's finished, and then lowering to allow you to cross a silent teleporter. 2. You can do that using sky transfers (type 271). Technically, sky transfers are MBF and not Boom, but ports still recognize sky transfers when using complevel 9. I would make your animated sky the main sky of the map, and use sky transfers for the other three. 3. With Boom, you can't have different levels of fog in different rooms. 4. I don't know if 242 works that way. 5. Maybe. 6. You should be able to do this by combining scrolling floors with teleport monster closets. Having the monsters teleport into different areas might get tricky, so you might consider having two sets of monster closets. You could also have linedefs that you cross as you approach the exit trigger crushing ceilings in the monster closets to kill the remaining monsters. 7. Same sort of thing as #6. 8. Same sort of thing as #7. 9. The way that occurs to me to do the first part (no switch pressed), would be to have a series of W1 Teleport linedefs that would send you to X followed by a WR Teleport linedef that sent the player to Y. You could put these linedefs 1 unit apart so that the extra distance was imperceptible, and the number of W1 Teleport would be equivalent to "a certain number of times." The second part (switch pressed) would be trickier. In complevel 9, the only way I could think to do that would be to have to have the switch cause an object (like a pillar, impaled body, hanging body that's bocking, etc.) on a scrolling floor to move and teleport onto Y. If the teleport destination is blocked with a physical object, the player shouldn't be able to teleport there. Then put a WR Teleport linedef (to X) on the other side of the WR Teleport linedef (to Y). You'll walk over the first WR Teleport linedef since location Y is blocked and then they'll always teleport to location X. 1 Quote Share this post Link to post
Stabbey Posted October 13, 2022 On 10/11/2022 at 7:14 AM, poisonhead said: Gotta a few questions... How do I do bonfire in vanilla/boom Doom II? Think I _might_ be able to do a crappy one using crossed textures or sprite but I suck at all things lighting so how one would make a bonfire that's recognizable as bonfire? Doesn't need to be the greatest but something that does the job. Also other primitive ancient things like tools, pieces of wood etc would be welcome if such resources (or tips on how to do them) exist. Think I could figure these out myself but am tired, hungover and deadline is closing in so was hoping someone to give me an example, pointers or something. Also are there examples of bunk beds? Or regular beds that have space underneath them? I'm _still_ confused that can do Boom do any other kinda 3D except another invisible floor? (which I'm unable to do as I like but manage to f*ck everything up). I'm slowly getting tired of very old school solutions like making the under the bed textures black save for the legs and put it in a very dark room. Whatabout the texture scrolling linedef, how do you set the x and y speed? Guess I have to spy some examples, just been trying to read docs and try to figure out things by myself but not with the best luck. I'd _love_ to be able to scroll walls in angles (45 degree ones like / and \) and also at the speed of my choosing. Does there exist _any_ texture packs, example wads, sites or anything which solely show all kinds of middle texture magic and/or has some nice middle textures? I already spend way too much time on Paint Shop Pro and am not the best at middle textures. Is there a way to get other enemies be rendered like spectre and invisible player? PS. Sorry for messy post (which was supposed to be shorter but my posts always take a life of their own) with many stupid questions. Any help very much appreciated! :) A lot of this is essentially "How to I make the 2.5D game display stuff in full 3D." That's kinda the drawback of using an older engine like this. 1) For the bonfire, I would find a texture which is a mid-texture (partially transparent) and make a *shape with linedefs and align the textures to get it looking close enough. That's all you can do unless you find some kind of voxel bonfire asset for doom. For the lighting, using the random flickering sector tag might work for a single sector. If you need multiple sectors, there might be a way to get a coordinated random flicker using scripting or UDMF, but I don't know. 2) If you're not willing to use UDMF and its support for 3D floors, you'll have to use cheap hacks for "realistic" bunk beds. Most doom players and mappers understand the limitations and will overlook flat "black under the bed" textures. 3) Maybe in UDMF or scripting? 4) That's kinda vague. I do know that you can use thin lines close together (like 1 Map Unit) made up of multiple mid-textures to create a convincing illusion of midtex magic. 0 Quote Share this post Link to post
taedev Posted October 13, 2022 Thanks so much for the reply :) I appreciate it, so that I can adjust my expectations before I do serious work on it. 1 Quote Share this post Link to post
Gez Posted October 15, 2022 On mardi 11 octobre 2022 at 5:59 AM, taedev said: 1. After pressing a switch, a gap appears in the floor and widens until the player must fall through it. Geometry cannot move horizontally. So your gap widening will have to be done by lowering a series of concentric rings. (Don't have to be actually circular rings of course.) On mardi 11 octobre 2022 at 5:59 AM, taedev said: 2. The map has three skies plus one animated sky. The animated sky would preferably repeat after 2+ minutes. You'll have to use sky transfers. I'm not sure animated textures can be used on a regular sky in Boom, but I believe it works with a sky transfer. On mardi 11 octobre 2022 at 5:59 AM, taedev said: 3. One room has a lot of fog, and two other rooms have some fog. You can fake fogs by using Boom colormaps. Note that Boom behavior is that a colormap is active for the entire view while the player is within the affected sector. On mardi 11 octobre 2022 at 5:59 AM, taedev said: 4. One room has hollow pillars. From the bottom some pillars appear hollow and lighted, and they have items inside that you can pick up. From the top, the player can't see the light or hollowness. The player can walk on top of them, and the top edges have glowing borders. When the player walks on them, they don't pick up any items below. I hope that the deep water (242) effect can do this, and the hollow part would not be larger than 32 units to keep the player from falling down. Not sure I understand exactly what you wan here. It doesn't seem possible, or at least not without a lot of hacks, but maybe I misconstrued your intent. On mardi 11 octobre 2022 at 5:59 AM, taedev said: 5. There is a silo with a pain elemental, and a mancubus near the top. It's room-over-room, or in this case staircase-over-staircase. Instant teleporters give the illusion that the silo is one single area, and some inner pillars by the teleport borders help keep up the illusion. The player enters the silo by falling into the top, but the player can't see what's inside until falling in. Boom doesn't have teleport effect for hitting the ground, so your teleport effect will have to be done by crossing a line inside the "top" part of the silo, and so you have two potential ways of runing the illusion: if it's too close to the edge, the player could trigger the teleport before they fell; and if it's too far, they could fall without triggering the teleport. On mardi 11 octobre 2022 at 5:59 AM, taedev said: 6. After pressing a switch, a spectre appears. If the switch were not pressed and the player crossed over a lindef, the spectre would be teleported somewhere different. If neither the switch were pressed or linedef crossed, on exiting the level the spectre would be slowly crushed. The simplest way I see of doing this is to have two different doors in your teleport closet, one in front and one in back of the monster for example. The switch opens one door with a teleport to position A, the linedef opens the other door with a teleport to position B, and the closet itself is a crusher sector. That way the monster will teleport to whichever position is opened first. On mardi 11 octobre 2022 at 5:59 AM, taedev said: 7. If a player crosses a linedef, a lot of monsters will teleport in a room. If the player didn't cross the linedef but went into a small room instead, a handful of monsters would teleport into a different room. If the player didn't go into either of those places and simply exited, that large group of monsters would get crushed at a slow, staggered rate. Same principle as above, except not all monsters get a second teleport door in their closets. On mardi 11 octobre 2022 at 5:59 AM, taedev said: 8. If the player entered an area, the area would have lots of monsters teleported in. If the player pressed a switch before entering the area, no monsters would appear. If the player exits, the monsters that didn't appear would be slowly crushed. The switch could be toggled any number of times until the player crosses a linedef near the exit. Okay, that one is more complex because you want the switch to be toggleable on and off, so it needs to block and unblock the monsters, and a door cannot be used because monsters could prevent the door from closing. If your group of monsters does not include any flier, this can be done with lowered sectors -- a walking monster will not cross a line that has a height dropoff of more than 24 units. (24 units, they can cross, 25+, they can't.) You'll need to block their passage by splitting it in two side-by-side section, so that just one of the two sections is enough to prevent passage. The switch needs to alternatively raise and lower one of the sections, and the invasion area needs to raise that section when you approach it, and lower it back when you leave it, so that monsters only teleport in when you enter it even if you have visited it earlier but are not currently in it. I think you'll need some voodoo doll shenanigans to control all that. Doable, but complicated. On mardi 11 octobre 2022 at 5:59 AM, taedev said: 9. One teleporter would send the player to location x, but it would send them to location y if they entered/left a certain number of times. If they pressed a switch, this action would be disabled, and the teleporter would send them to location x no matter how many times the player entered it. The first part of this can be done by having a series of lines that teleport to destination x but only once each, and behind it a line that repeatedly teleports to destination y. But the switch logic, I don't think that's possible. What the switch could do is block off the teleporter entirely and opens another that always send to x. On mardi 11 octobre 2022 at 1:14 PM, poisonhead said: How do I do bonfire in vanilla/boom Doom II? Think I _might_ be able to do a crappy one using crossed textures or sprite but I suck at all things lighting so how one would make a bonfire that's recognizable as bonfire? Doesn't need to be the greatest but something that does the job. Also other primitive ancient things like tools, pieces of wood etc would be welcome if such resources (or tips on how to do them) exist. Think I could figure these out myself but am tired, hungover and deadline is closing in so was hoping someone to give me an example, pointers or something. Try the Prop Stop on Realm 667, see if there's anything of interest for such decorations. On mardi 11 octobre 2022 at 1:14 PM, poisonhead said: Also are there examples of bunk beds? Or regular beds that have space underneath them? I'm _still_ confused that can do Boom do any other kinda 3D except another invisible floor? (which I'm unable to do as I like but manage to f*ck everything up). I'm slowly getting tired of very old school solutions like making the under the bed textures black save for the legs and put it in a very dark room. Boom effects can fake 3D to some extent, but never fully. If you want a bunk bed that really looks like a bunk bed, you'll have to use an advanced port like GZDoom and use 3D floors or 3D models. On mardi 11 octobre 2022 at 1:14 PM, poisonhead said: Whatabout the texture scrolling linedef, how do you set the x and y speed? Guess I have to spy some examples, just been trying to read docs and try to figure out things by myself but not with the best luck. I'd _love_ to be able to scroll walls in angles (45 degree ones like / and \) and also at the speed of my choosing. Boom has scrollers that do what you want. Look up BOOMEDIT.WAD for demonstration. On mardi 11 octobre 2022 at 1:14 PM, poisonhead said: Is there a way to get other enemies be rendered like spectre and invisible player? In DEHACKED, it's the MF_SHADOW flag that does that. It can indeed be applied to other actors. 2 Quote Share this post Link to post
taedev Posted October 15, 2022 51 minutes ago, Gez said: Not sure I understand exactly what you wan here. It doesn't seem possible, or at least not without a lot of hacks, but maybe I misconstrued your intent. I'll try to explain it differently. On ground level, there is a dark maze with pillars, and some pillars are hollow and lighted, with items inside that can be picked up. If the player can get to the top of the pillars, instead of a maze it looks like a platforming section. The tops of the pillars are all outlined in light, and the hollow lighted insides are not visible. When the player is on top of the pillars, the items can't be picked up. If the player falls off while platforming, they end up at ground level again, in the maze. Quote Okay, that one is more complex because you want the switch to be toggleable on and off, so it needs to block and unblock the monsters, and a door cannot be used because monsters could prevent the door from closing. If your group of monsters does not include any flier, this can be done with lowered sectors... Some of the monsters walk, but some are fliers. Thanks for the reply - it was informative. I know almost nothing of the mechanics of mapmaking. 0 Quote Share this post Link to post
PineFresh Posted October 15, 2022 (edited) A note for those experiencing the SLADE flat conversion bug: I've been running into it myself recently, and for the longest time I thought I couldn't add flats to my wad anymore (except for copy-pasting existing ones and recoloring them). The other night though, I tried to update an existing flat by replacing it with a PNG, and it converted fine. I don't recall if my original attempts were just trying to import something from scratch and hoping it'd convert properly because it was between FF_START and FF_END, but that might've been the case. If so, then a workaround for this glitch might be to make every new flat by copy-pasting an existing one and then renaming/overwriting it. But I haven't tested this extensively yet, so I could be entirely wrong. So for my question, here's a curveball. I have a dummy-sector-based transparent barrier which is made up of one line that references the dummy sector on both front and back (this is vanilla format, so I'm not scripting it or anything). I found that if I give the dummy sector a light effect, such as glow/oscillation, the barrier line also gets that effect - but only when I save the level in my usual editor (I'm one of those few weirdos who uses WadAuthor, and it has its own quirky nodebuilder). When I save in, say, Doom Builder, the next time I run the map, the barrier doesn't glow anymore, even if I made no other changes. Would anyone be versed enough in nodebuilder-fu to explain why this happens and if there's any way I can force it to happen regardless of nodebuilder? The barrier actually looks like laser bars, so I'd very much like to keep the glowing effect. Edited October 15, 2022 by PineFresh 0 Quote Share this post Link to post
ViolentBeetle Posted October 15, 2022 4 minutes ago, PineFresh said: A note for those experiencing the SLADE flat conversion bug: I've been running into it myself recently, and for the longest time I thought I couldn't add flats to my wad anymore (except for copy-pasting existing ones and recoloring them). The other night though, I tried to update an existing flat by replacing it with a PNG, and it converted fine. I don't recall if my original attempts were just trying to import something from scratch and hoping it'd convert properly because it was between FF_START and FF_END, but that might've been the case. If so, then a workaround for this glitch might be to make every new flat by copy-pasting an existing one and then renaming/overwriting it. But I haven't tested this extensively yet, so I could be entirely wrong. Is SLADE conversion bug being that it doesn't recognize that 4 kb of raw data is a flat? It will still work in game. 0 Quote Share this post Link to post
Pegleg Posted October 15, 2022 7 hours ago, taedev said: I'll try to explain it differently. On ground level, there is a dark maze with pillars, and some pillars are hollow and lighted, with items inside that can be picked up. If the player can get to the top of the pillars, instead of a maze it looks like a platforming section. The tops of the pillars are all outlined in light, and the hollow lighted insides are not visible. When the player is on top of the pillars, the items can't be picked up. If the player falls off while platforming, they end up at ground level again, in the maze. Running over the pickups isn't a problem. If the pickups are on the floor, the player won't pick them up while on the platforms, even if they pass directly over the location of the pickup. The issue is going to be having the floor look solid from the top of the platforms. If you use 242, you would have two problems: 1. your floor would appear solid, but you could still fall through it, and 2. you wouldn't be able to see through the pillar because you can't see the underside of the floor you'd be walking on What you want for these pillars is walkable 3D floors, which can't be done in Boom. You would need Doom-in-Hexen or UDMF for them to work the way you're wanting them to. A similar question to this was asked last December and answered similarly. My suggestion would be for you to make the outside of your pillars and set them at the height that you want the player to walk on, and make the width of the whole pillar narrow enough so that you can get the pickup from outside the pillar, which would let you pick it up, but still walk on top of the pillar without easily falling in. You could make a small outline around the pillar interior, so that the interior walls of the pillar wouldn't be lit up by the pickup sector. If you don't want the bright spot to show on the ceiling, use Type 261 transfer ceiling light (https://soulsphere.org/projects/boomref/#ld261). That way, you could still have your platforming section appear dark, while your pickups were brighter. 7 hours ago, taedev said: Some of the monsters walk, but some are fliers. You could always rework the setup and removed he flying enemies. But supposing you want to keep the flying enemies, I suggest you put them in a separate closet. In the ground-based monster closet, a voodoo doll scroller could control the blocking sector raising and lowering. But in the flying monster closet, you could still use lowering sectors, but you would also need a ceiling sector that lowered over the top of the lowering sector, which would keep the flying monsters confined. In other words, suppose your closet was 256 units wide x 64 units high. A section of floor lowers from 0 to -40 and a section of ceiling over top of it lowers from 64 to 24. That makes the lowered section of floor effectively a pen for the flying monsters, until you press the switch again, and the floor and ceiling raise to their original heights and the flying monsters proceed. 7 hours ago, taedev said: I know almost nothing of the mechanics of mapmaking. It sounds like you're new to mapmaking, and have rushed in to work on your idea without understanding how the engine works. I fully support mapping and trying to realize your ideas, and I don't want it to sound like I want you to stop. However, before you begin to wade into the more advanced features, you may want to get a solid understanding of the fundamentals of how a map does what it does. Perhaps I've misunderstood you, and you understand the basics, and are ready to explore the more advanced options. If so, I am sorry to have mischaracterized you. If not, though, I suggest learning to walk before you learn to run. By the way, you can learn to walk in any port. Some people take this to mean "learn to map in vanilla before exploring more advanced features in other formats." No. That's one way, but not the only way. BY "walk before you run," I mean "learn how to make basic things before exploring more advanced features," and this applies to whatever port you're using. 1 Quote Share this post Link to post
PineFresh Posted October 15, 2022 1 minute ago, ViolentBeetle said: Is SLADE conversion bug being that it doesn't recognize that 4 kb of raw data is a flat? It will still work in game. I was under the assumption that it at least wouldn't work in vanilla or ports close to it. And my wad is probably going to end up being "any limit-removing port" so compatibility is a focus of mine. The bug, as I experienced it and I believe others earlier this page have mentioned, happens when you import a PNG and try to run the conversion process on it, but it doesn't actually convert. It's been suggested that this is just a visual glitch and when you reload the wad it'll properly show up as a flat, but this wasn't the case for me. 0 Quote Share this post Link to post
ViolentBeetle Posted October 15, 2022 1 minute ago, PineFresh said: I was under the assumption that it at least wouldn't work in vanilla or ports close to it. And my wad is probably going to end up being "any limit-removing port" so compatibility is a focus of mine. The bug, as I experienced it and I believe others earlier this page have mentioned, happens when you import a PNG and try to run the conversion process on it, but it doesn't actually convert. It's been suggested that this is just a visual glitch and when you reload the wad it'll properly show up as a flat, but this wasn't the case for me. Flat is basically just 4096 bytes of raw data with no headers or anything. As long as it between markers it will read as flat by the game. In fact, I think pretty much anything could be read by the game as a flat, but it would just look like noise. Common mistake is to covert them into "Doom GFX" - which is for sprites and walls - instead or to try and add it to patch table/textures. 0 Quote Share this post Link to post
PineFresh Posted October 15, 2022 11 minutes ago, ViolentBeetle said: Flat is basically just 4096 bytes of raw data with no headers or anything. As long as it between markers it will read as flat by the game. In fact, I think pretty much anything could be read by the game as a flat, but it would just look like noise. Common mistake is to covert them into "Doom GFX" - which is for sprites and walls - instead or to try and add it to patch table/textures. Nope, it came in as a PNG (so not 4096 bytes) and I specifically converted to Doom Flat. I did some cursory searching the first time and didn't find anyone with an answer at that time, but this is definitely something others experience that doesn't seem to be user error. 0 Quote Share this post Link to post
Biz! Posted October 15, 2022 Hey, I've asked this elsewhere, but I'm pretty desperate, for Dehextra, how do I set custom Prefixes via converting? ex: pist --> shtr 0 Quote Share this post Link to post
taedev Posted October 15, 2022 4 hours ago, Pegleg said: It sounds like you're new to mapmaking, and have rushed in to work on your idea without understanding how the engine works. I fully support mapping and trying to realize your ideas, and I don't want it to sound like I want you to stop. However, before you begin to wade into the more advanced features, you may want to get a solid understanding of the fundamentals of how a map does what it does. Perhaps I've misunderstood you, and you understand the basics, and are ready to explore the more advanced options. If so, I am sorry to have mischaracterized you. If not, though, I suggest learning to walk before you learn to run. I wouldn't say I'm rushing. I designed a map in my head and on paper, and my plan was to build a series of proto-maps to test each part of my map. I have two proto-maps, but I wasn't planning to do more for a while. I'd like to get an idea for what's possible and how to get it to work, and maybe someday I'll feel like investing some time in it. Maybe my map will never exist. Thanks for another reply, though. I'll save it, think over it, and maybe work on it some months or years from now. 0 Quote Share this post Link to post
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