Empyre Posted August 13, 2017 9 hours ago, Tingsing said: I would like to see a tutorial on making a large, open area (maybe a "platforming" section) inaccessible to rocket jumping, any ideas I come up with seem to have a work around to shortcut through the level or through a section. Cover any doorway that the player might rocket jump to with a 1-unit-thick sector with the floor at the ceiling. Make that obstacle disappear when the player gets to the doorway legitimately. I have used that trick myself. A player rocket jumps to what looks like a door, but it won't open because it isn't a door. Later, when the player uses a switch to raise stairs to the door the fake door goes away too, revealing the real door. 0 Quote Share this post Link to post
Skeletonpatch Posted October 6, 2017 (edited) EDIT: I totally forgot that I wrote this post and am not happy with what the excessive demands that I made here... So I'm removing what I originally posted here and apologize for the extreme stupidity the original post contained. If you didn't see the original post it was just a list of topics my sleep-deprived brain thought should be in the tutorial section, and it was long and unnecessary. I've since learned that the zdoom wiki more or less covered that entire list. Edited November 6, 2017 by Skeletonpatch 0 Quote Share this post Link to post
StevenC21 Posted December 17, 2017 Can we get a WhackEd tutorial? 2 Quote Share this post Link to post
bioshockfan90 Posted December 17, 2017 1 hour ago, StevenC21 said: Can we get a WhackEd tutorial? Use slade3 instead, it's got some good tutorials on that and same functionality 0 Quote Share this post Link to post
StevenC21 Posted December 17, 2017 @bioshockfan90 umm... No. Slade3 is completely different from WhackEd. 1 Quote Share this post Link to post
bonnie Posted December 29, 2017 @StevenC21 what exactly do you need to know about whacked friend? i'm considering doing a little tutorial on it in the future and i'd like to know exactly what to touch on friend 0 Quote Share this post Link to post
StevenC21 Posted December 29, 2017 @bonnie Well, I don't know much of anything because I couldn't really find much at all. I think starting with the basics, working up to replacing whole monsters, beginning with sprite replacement would be good. That is the No. 1 thing that I cannot even begin to figure out. 0 Quote Share this post Link to post
bonnie Posted December 29, 2017 Just now, StevenC21 said: @bonnie Well, I don't know much of anything because I couldn't really find much at all. I think starting with the basics, working up to replacing whole monsters, beginning with sprite replacement would be good. That is the No. 1 thing that I cannot even begin to figure out. Sprite replacement is the number 1 thing you can't figure out? If so, that falls on both SLADE3 and WhackEd, as SLADE3 would be used for replacing specific sprites entirely, while WhackEd can be used to swap out sprites for specific frames. What exactly did you mean? As for not knowing much of anything, I know that feeling. I'm actually 100% self-taught in DEHACKED, so I probably don't know everything, but I've learned quite a bit just from... well, messing around. I'm capable of at least doing the simple stuff like changing flags, messages, and stats as well as the more complex things such as replacing monsters and weapons. I'm also aware of a lot of the limitations of DEHACKED, but even so, I don't even know what I don't know. I'll try my best with the tutorial though friend. 0 Quote Share this post Link to post
StevenC21 Posted December 29, 2017 @bonnie Yes, I mean replacing sprites within an individual frame, and then doing that for each frame in a monster. Why would I do this instead of Decorate? Because I know how to do it in Decorate (sorta), so I now wish to learn how to do it in other software, to broaden my view. 0 Quote Share this post Link to post
BrassKnight Posted August 26, 2018 I know this thread has been dormant for 9 months now but can someone make a ZDoom (Doom in Hexen Format) tutorial? I really want to learn how to make maps in that format and its features. 0 Quote Share this post Link to post
scifista42 Posted August 27, 2018 Hexen format has been obsoleted by UDMF, so you might want to look straight into that instead. Everything possible in Hexen format is also possible in UDMF, some things are easier to do in UDMF than in Hexen format, and some things can only be done in UDMF and not in Hexen format. 0 Quote Share this post Link to post
BrassKnight Posted August 27, 2018 20 minutes ago, scifista42 said: Hexen format has been obsoleted by UDMF, so you might want to look straight into that instead. Everything possible in Hexen format is also possible in UDMF, some things are easier to do in UDMF than in Hexen format, and some things can only be done in UDMF and not in Hexen format. Is there a good tutorial for UDMF then? I tried learning the format months ago but it was confusing. 0 Quote Share this post Link to post
Teder Posted September 10, 2018 (edited) Was looking for grass shader tutorial, and didn't find. I've made one myself just now. Edited September 10, 2018 by Teder 0 Quote Share this post Link to post
Deadwing Posted November 21, 2018 Any tutorials about useful Gzdoom builder hotkeys? :P 0 Quote Share this post Link to post
Saad356 Posted November 21, 2018 Can i get a in depth tutorial on how to replace DECORATE and sprites for mods and mixmatch them? I am trying to replace the pistol in Brutal Doom v21 with the pistol from BD black edition not only the sprites but also the way it funtions... So can i get a in depth tutorial because i dont even know the ABCs of Editing. Any help would be greatly appreciated Regards, Saad356 0 Quote Share this post Link to post
Barry Burton Posted November 28, 2018 On 11/21/2018 at 8:09 AM, Saad356 said: Can i get a in depth tutorial on how to replace DECORATE and sprites for mods and mixmatch them? I am trying to replace the pistol in Brutal Doom v21 with the pistol from BD black edition not only the sprites but also the way it funtions... So can i get a in depth tutorial because i dont even know the ABCs of Editing. Any help would be greatly appreciated Regards, Saad356 You can follow this and apply the same principles to what you want to do: http://gunlabs.blogspot.com/2011/01/tutorial-how-to-make-your-first-basic.html Follow WildWeasel's tutorials along with the info I gave you in your thread and you should be able to do it no problem. 0 Quote Share this post Link to post
Kappes Buur Posted March 2, 2019 Could somebody make a step by step tutorial about using wavefront obj for GZDOOM. Something like OBJ for Dummies. How to export from GZDoom, manipulate with Blender and import back into GZDoom. 1 Quote Share this post Link to post
Boomslang Posted April 18, 2019 So, IDK if this is the place to explain. but i'm wondering if there's a way to make it so that if you kill the cyber demon, a door will open up and the exit will be revealed, or that if you kill him, you will beat the level. I use Doom builder 2 as my map maker 1 Quote Share this post Link to post
Archanhell Posted April 18, 2019 (edited) I was also wondering something (Which I may or not implement right now on my maps) Well, they are many things. 1.- How can I make an Hazard? Can it be done through Actions and Sector Tags or is it solely through ACS? 2.- What's the way to make many levels on a single WAD? 3.- How can I change texts on say, instead of "You need a Yellow Key" something like "A Yellow Card is required!"? 4.- What's the way to add Secrets? I'm more interested in the first and last ones. :p I'm using GZDooM Builder (While I can ask this on my thread, I think it's okay to ask here too? :p) Edited April 18, 2019 by Archanhell 1 Quote Share this post Link to post
BrassKnight Posted April 18, 2019 3 hours ago, Archanhell said: 1. How can I make an Hazard? Can it be done through Actions and Sector Tags or is it solely through ACS? When you said Hazard, do you mean damage floors? If so, then you have to select a sector with Sector mode and then choose the special at the Effect and Identification section, all the available effects should be written when you click the little icon on the right. (4, 5, 7, and 11 are the damage floor effects but it might be different from what format you're working on.) 4 hours ago, Archanhell said: 2. What's the way to make many levels on a single WAD? To make another map on a single wad, you need to create another map in GZDOOM Builder but this time you have to change the level name to MAP02-32 depending o where you are now then save it to the wad you're currently working on. 4 hours ago, Archanhell said: 3. How can I change texts on say, instead of "You need a Yellow Key" something like "A Yellow Card is required!"? I don't know about this one but I think it has something to do with SLADE. In case that you don't know about it, it's a program that let's you put custom content like textures, music etc. on Doom WADs. You should make a thread at the Doom Editing forums about it, the guys there might help you out. 4 hours ago, Archanhell said: 4. What's the way to add Secrets? Select the sector that you want to be the secret in Sector Mode then choose the special 9 at the Effect and Identification section. 0 Quote Share this post Link to post
Archanhell Posted April 18, 2019 9 hours ago, BrassKnight said: When you said Hazard, do you mean damage floors? If so, then you have to select a sector with Sector mode and then choose the special at the Effect and Identification section, all the available effects should be written when you click the little icon on the right. (4, 5, 7, and 11 are the damage floor effects but it might be different from what format you're working on.) To make another map on a single wad, you need to create another map in GZDOOM Builder but this time you have to change the level name to MAP02-32 depending o where you are now then save it to the wad you're currently working on. I don't know about this one but I think it has something to do with SLADE. In case that you don't know about it, it's a program that let's you put custom content like textures, music etc. on Doom WADs. You should make a thread at the Doom Editing forums about it, the guys there might help you out. Select the sector that you want to be the secret in Sector Mode then choose the special 9 at the Effect and Identification section. Thank you very much for the help! Though Hazards were harder to do lol And yup, I have heard about SLADE but seems too complex to me that I decided to not use it for now :p 0 Quote Share this post Link to post
elend Posted April 18, 2019 Keep it simple, take it slow! Steady does it. :D 0 Quote Share this post Link to post
Archanhell Posted April 19, 2019 17 minutes ago, elend said: Keep it simple, take it slow! Steady does it. :D Alrighty! Slow and simple! 0 Quote Share this post Link to post
Boomslang Posted April 19, 2019 Uh, did i comment in the right place? 1 Quote Share this post Link to post
Nymbus_Hustle Posted June 3, 2019 Is there any kind of text Doombuilder 2 guide? I've only found a DB 1 pdf, and would definitely love to get my hands on a more updated guide. Also, is it one request per comment? /s Is there a wiki or something that lists the various DB2 actions that you can apply to linedefs in and descriptions of what they do? Pic related to show what I mean. 0 Quote Share this post Link to post
Empyre Posted June 3, 2019 @Nymbus_Hustle The linedef actions you can use depend on what map format you are using (Vanilla, Boom, Hexen, or UDMF), not the editor. 1 Quote Share this post Link to post
Empyre Posted June 4, 2019 @Nymbus_Hustle Also, if you click on the button with a picture of a menu window to the right of the drop-down menu, a menu window pops up with all the actions labeled and in categories, making it easy to find the action you want. 0 Quote Share this post Link to post
Tango Posted June 5, 2019 On 4/17/2019 at 6:25 PM, Boomslang said: So, IDK if this is the place to explain. but i'm wondering if there's a way to make it so that if you kill the cyber demon, a door will open up and the exit will be revealed, or that if you kill him, you will beat the level. are you using the old Doom Builder 2, or GZDoom Builder Bugfix? I would recommend the latter! to answer your question... basically there are 3 different mapping formats. Doom, Hexen, and UDMF. you can make Doom maps in any of those 3 formats (this is why, when creating a map in Doom Builder, you'll see different configurations like "Doom: Doom 2 (Doom Format)" or "Doom: Doom 2 (UDMF Format)." Hexen format is outdated and really shouldn't be used, because UDMF does everything Hexen format does, and more. in Doom format, when you place Things (monsters, pickups, etc.), you cannot assign "actions" or special IDs to those things. however, in UDMF format, you can. so to do what you're asking, you would want to add an action to the Cyberdemon. adding an action to a monster means that, upon the monster's death, whatever action you specify will take place. take a look at this example photo: in this example, when this Cyberdemon is killed, the door with sector tag 5 will open with a movement speed of 64. you can change this action to be whatever you want, doesn't have to be door open. it can be lower a floor, lower a lift, close a door, etc. On 4/17/2019 at 8:15 PM, Archanhell said: 3.- How can I change texts on say, instead of "You need a Yellow Key" something like "A Yellow Card is required!"? if you are targeting ZDoom, this is done via the LANGUAGE lump. here's an example from one of my mods where I replaced all the key usage strings: Spoiler // ** KEY USAGE ** PD_BLUEC = "\c[TangoBlue]Blue \cckey required"; PD_REDC = "\c[TangoRedLight]Red \cckey required"; PD_YELLOWC = "\ckYellow \cckey required"; PD_BLUES = "\c[TangoBlue]Blue \ccskull required"; PD_REDS = "\c[TangoRedLight]Red \ccskull required"; PD_YELLOWS = "\ckYellow \ccskull required"; PD_ANY = "\ccAny key required"; PD_ANYOBJ = "\ccAny key required"; PD_ALL3 = "\ccAll 3 keys required"; PD_ALL3O = "\ccAll 3 keys required"; PD_ALL6 = "\ccAll 6 keys required"; PD_ALL6O = "\ccAll 6 keys required"; PD_ALLKEYS = "\ccAll keys required"; // any key (card or skull), for doors, then objects PD_BLUEO = "\c[TangoBlue]Blue \cckey required"; PD_REDO = "\c[TangoRedLight]Red \cckey required"; PD_YELLOWO = "\ckYellow \cckey required"; PD_BLUEK = "\c[TangoBlue]Blue \cckey required"; PD_REDK = "\c[TangoRedLight]Red \cckey required"; PD_YELLOWK = "\ckYellow \cckey required"; // cards then skulls, for objects PD_BLUECO = "\c[TangoBlue]Blue \cccard required"; PD_REDCO = "\c[TangoRedLight]Red \cccard required"; PD_YELLOWCO = "\ckYellow \cccard required"; PD_BLUESO = "\c[TangoBlue]Blue \ccskull required"; PD_REDSO = "\c[TangoRedLight]Red \ccskull required"; PD_YELLOWSO = "\ckYellow \ccskull required"; note that anywhere you see a color string like "TangoBlue", that's a custom color that only exists in my wad, so you'd want to either strip out all the color specifications from these strings entirely, or replace my custom color names with default, built in ones. more info on text colors is available here however, I think if you want to do it in vanilla/boom, you have to use dehacked. I'm not sure how to do it in dehacked off the top of my head D: you might be able to find an example of doing it in dehacked if you peek at an old TC or something. actually I just took a quick peek at the .deh file for D2XGold, and here's how they replace the pickup text in that wad: Spoiler Text 43 42 You need a blue key to activate this objectBlue Key needed Text 42 40 You need a red key to activate this objectRed Key Needed Text 45 44 You need a yellow key to activate this objectYellow key needed Text 37 39 You need a blue key to open this doorBlue key needed Text 39 37 You need a yellow key to open this doorYellow key needed Text 36 38 You need a red key to open this doorRed key needed WhackEd4 might also have an interface for doing these pickup message replacements, but it's been a few years since I used the program, so I'm not certain D: if you need help figuring out where to put this text in your wad, in either case, let me know and I'd be happy to help! 2 Quote Share this post Link to post
Guest Unregistered account Posted June 5, 2019 (edited) How do I add flats in a Vanilla-compatible WAD? I know it's something to do with using "F_" instead of "FF_" markers but I'm not sure and I recall permanently screwing a WAD in the past from trying to. EDIT: nvm, found it on the DoomWiki lol Edited June 5, 2019 by Unregistered account 0 Quote Share this post Link to post
Archanhell Posted June 5, 2019 10 hours ago, Tango said: are you using the old Doom Builder 2, or GZDoom Builder Bugfix? I would recommend the latter! to answer your question... basically there are 3 different mapping formats. Doom, Hexen, and UDMF. you can make Doom maps in any of those 3 formats (this is why, when creating a map in Doom Builder, you'll see different configurations like "Doom: Doom 2 (Doom Format)" or "Doom: Doom 2 (UDMF Format)." Hexen format is outdated and really shouldn't be used, because UDMF does everything Hexen format does, and more. in Doom format, when you place Things (monsters, pickups, etc.), you cannot assign "actions" or special IDs to those things. however, in UDMF format, you can. so to do what you're asking, you would want to add an action to the Cyberdemon. adding an action to a monster means that, upon the monster's death, whatever action you specify will take place. take a look at this example photo: in this example, when this Cyberdemon is killed, the door with sector tag 5 will open with a movement speed of 64. you can change this action to be whatever you want, doesn't have to be door open. it can be lower a floor, lower a lift, close a door, etc. if you are targeting ZDoom, this is done via the LANGUAGE lump. here's an example from one of my mods where I replaced all the key usage strings: Hide contents // ** KEY USAGE ** PD_BLUEC = "\c[TangoBlue]Blue \cckey required"; PD_REDC = "\c[TangoRedLight]Red \cckey required"; PD_YELLOWC = "\ckYellow \cckey required"; PD_BLUES = "\c[TangoBlue]Blue \ccskull required"; PD_REDS = "\c[TangoRedLight]Red \ccskull required"; PD_YELLOWS = "\ckYellow \ccskull required"; PD_ANY = "\ccAny key required"; PD_ANYOBJ = "\ccAny key required"; PD_ALL3 = "\ccAll 3 keys required"; PD_ALL3O = "\ccAll 3 keys required"; PD_ALL6 = "\ccAll 6 keys required"; PD_ALL6O = "\ccAll 6 keys required"; PD_ALLKEYS = "\ccAll keys required"; // any key (card or skull), for doors, then objects PD_BLUEO = "\c[TangoBlue]Blue \cckey required"; PD_REDO = "\c[TangoRedLight]Red \cckey required"; PD_YELLOWO = "\ckYellow \cckey required"; PD_BLUEK = "\c[TangoBlue]Blue \cckey required"; PD_REDK = "\c[TangoRedLight]Red \cckey required"; PD_YELLOWK = "\ckYellow \cckey required"; // cards then skulls, for objects PD_BLUECO = "\c[TangoBlue]Blue \cccard required"; PD_REDCO = "\c[TangoRedLight]Red \cccard required"; PD_YELLOWCO = "\ckYellow \cccard required"; PD_BLUESO = "\c[TangoBlue]Blue \ccskull required"; PD_REDSO = "\c[TangoRedLight]Red \ccskull required"; PD_YELLOWSO = "\ckYellow \ccskull required"; note that anywhere you see a color string like "TangoBlue", that's a custom color that only exists in my wad, so you'd want to either strip out all the color specifications from these strings entirely, or replace my custom color names with default, built in ones. more info on text colors is available here however, I think if you want to do it in vanilla/boom, you have to use dehacked. I'm not sure how to do it in dehacked off the top of my head D: you might be able to find an example of doing it in dehacked if you peek at an old TC or something. actually I just took a quick peek at the .deh file for D2XGold, and here's how they replace the pickup text in that wad: Hide contents Text 43 42 You need a blue key to activate this objectBlue Key needed Text 42 40 You need a red key to activate this objectRed Key Needed Text 45 44 You need a yellow key to activate this objectYellow key needed Text 37 39 You need a blue key to open this doorBlue key needed Text 39 37 You need a yellow key to open this doorYellow key needed Text 36 38 You need a red key to open this doorRed key needed WhackEd4 might also have an interface for doing these pickup message replacements, but it's been a few years since I used the program, so I'm not certain D: if you need help figuring out where to put this text in your wad, in either case, let me know and I'd be happy to help! I kind of forgot how that question I made heh! Thank you very much kind sir. The same thing goes if I want to change the secrets message, sound, etc? :p 1 Quote Share this post Link to post
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