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About Cacodoomonic
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Cries Of Doom Creator
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Which tools are used to design Sprites?
Cacodoomonic replied to The Doommer's question in Editing Questions
What do you mean? You mean you want to use a 3D base? If you want to do that then you have two options, both of which will include additional steps. Yes, if you want to use a 3D model to turn into sprites, you will need a model viewer (XNALara is one I used to use about 11 years ago, but if you want to make 3D models from scratch then you'd need something like Blender I'd imagine. I don't do 3D modelling as I use the second option listed below. Second option: Digitize a real life puppet. I have done this several times. It is how most of Doom's monsters were created originally. Create a stop-motion puppet, photograph it at all angles and animation frames then digitize. Both options are time consuming, maybe even expensive in some cases. One of my projects has a dedicated sprite artist, (in fact it's had 2) and they used both blender and puppets. However, all this said, your first post indicated you just want to make sprites from scratch without a model base. So in that case, I would recommend just taking a sprite from Wolf3D or DOOM, opening it in paint and using it as a base or taking measurements from it to hand draw all your new sprites. It is tedious and time consuming but this is something I do so often now that it seems almost simple. If you want to make new monsters from scratch, just draw them pixel by pixel. You could also modify existing sprites this way. You can do fancy effects and colour tricks in gimp, using layers and effects (this is only a brief description). -
Vanilla Doom - Switch linedef that can be used from both sides?
Cacodoomonic posted a question in Editing Questions
I know it's been a while since I worked with Vanilla, and I am a bit rusty, but I am CERTAIN there was a method for setting a linedef as a switch that can be used from both sides (am I mistaken?) -
Why is this not here in vanilla? Is there no function for this? I had a trap set up that if you accidentally shoot the wall it lowers the bookcases to the left letting Spectres out. Why is there no function for it? I'm sure it must be doable, no?
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Yeah, I did expect that. Initially I was considering working on them by hand and making them match classic DOOM so they work well besides them. Tedious I know. But would be a useful resource if I did it, for everyone to use.
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It will be quicker to learn ZScript.
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I made a DeHackED lump a few days back that worked great. In Ultimate Doom Builder, my custom monster and obstacle all showed up correctly and I also replaced the dead player sprite by redirecting it to somewhere else in the sprites. All these things I renamed which showed up nicely in the editor making them easy to find and place in the maps. Now I have a weird error. As I have added more things to the DeHackED lump, suddenly, in the editor they only show up under their original previous names from before I changed them. It's not a massive problem but why has this suddenly happened? For example, I changed "SS Nazi" to "Rotting Zombie". It showed up as such in editor but now it shows up as "SS NAZI" again. ?
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There are literally thousands of mods that use elements from other games that are NOT Doom. There is a DOOM 3 MOD for classic Doom also. So what, is 2016's Doom 4 somewhat the exception here? Their are hundreds upon hundreds of textures and sprites ripped from almost every other game ever that are used for Doom mods. The TextureResource website that also hold THOUSANDS of games textures. I'm asking to be pointed in the direction of where to find these ripped textures, not for "illegal" copies of a triple A game owned by multimillionaires because God forbid I would want to take money from people swimming in cash. Doom modding has been ripping textures and resources since 1993. And these ones are from an actual DOOM game, which LOTS of modders I would be expecting to be using in their mods. What makes 2016's DOOM 4 so unique in this situation when DOOM 3 and DOOM Eternal have all received these?
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I might have made an error there, might be thinking of PS1 Doom CE. Either way, yeah, PS1 Doom was excellent.
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Playstation Doom Master Edition has this. But it's based on the PS1 version of DOOM (also known as the best version).
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Is there anywhere I can get a ripped texture pack from DOOM 2016 (4)? I've been searching what seems like forever and it's becoming tedious. Even Doom 4 for DOOM (D4V) didn't have them? How hard can this be to rip or find?
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Which tools are used to design Sprites?
Cacodoomonic replied to The Doommer's question in Editing Questions
MS Paint and GIMP are the only 2 tools you'll need. -
Adding new textures to a 100% vanilla mod?
Cacodoomonic replied to Cacodoomonic's question in Editing Questions
Right okay. It seems to work though I'm yet to test this in DOSBOX. It works fine when testing it with GZDOOM though that doesn't mean much. I'll do a proper DOSBOX test later. -
Adding new textures to a 100% vanilla mod?
Cacodoomonic replied to Cacodoomonic's question in Editing Questions
I have read this but it isn't clear on vanilla compatibilty. Either that or I'm a div. I cannot see the vanilla compatibility explained here. For flats, however, that IS explained clearly on there. (IE; Using the F_END marker.) My experience with vanilla wads is that if I do ONE THING WRONG the entire wad will be fucked. This has happened to me before. I don't want to murder my mod. To clarify: Can I do this? P4_START NEWTEXT1 NEWTEXT2 P4_END And place this UNDER P3_END in the wad. Then I right clicked on each, added to PNAMES lump and added to TEXTUREX lumps. Then what do I need to do? Will this now even work in vanilla? -
WhackEd strings - "player was ... etc"?
Cacodoomonic replied to Cacodoomonic's question in Editing Questions
Oh right that is fine then. As long as they won't show up when played Vanilla, it doesn't matter then. I thought it was strange because I never remembered those strings being in the original game. I was right I guess. -
I've been through all the strings in WhackED but I cannot find the strings for when a player is killed by a monster. For example, "player got too close to a Cacodemon". Where are these located and how do I change them in 100% vanilla? If a monster has been replace, obviously I need to change the strings to match.