I've got a lot of graphics that have and would make nice sprites, some decorative, others destroyable. I've already sacrificed archvile and SS enemies (as well as a lot of decos and not so necessary frames like from powerup anims etc) and this is where my need for knowledge begins. Basically I'm a tiny bit unsure of how to go about replacing enemies with multidirectional decorative sprites. Could I like for example just replace something like archvile with an office chair by turning off enemy functions? And would Doom II complain about missing sprites if my wad only had the ones I need for the chair? If I wanted archieve vanilla compatibility I guess you'd have to merge it into an iwad so providing only needed frames should be okay but I just wanted to make sure if any ports might have any problems?
What about making multidirectional sprites into single view ones, can it be done? Before I understood naming conventions and knew less about sprites I naively replaced SS with different decorations and was surprised to see it change when I walked around it :D Can I use enemy frames for single frame decos or do they need the sprite from every side? If directional sprites can be turned to nondirectional ones, how does one do this? I also read about adding more sprites to vanilla by adding numbers to them or something, could this be my solution? Can suita0 for example be made to four frames by having sprites suitb0, suitc0 and suitd0 present if I have dehacked slots for them?
Also for some reason my .deh got corrupted or something, a few items had changed back to defaults but I guess that's my stupidity which reminded me, if I'm using Boom, do I put .bex or .deh into a wad or both? So far been only using .deh but in Whacked4 I selected Boom format even though I haven't used any Boom specific things except likely exceeded a few string lengths, what happens then to the .deh? Are they cut, included, reverted to default or do they cause problems? Should I selected Doom format instead of Boom if I'm not using Boom stuff? (just mapping for Boom made me automatically select Boom and I'd like the longer strings). Are .deh files always vanilla Doom format or do Boom .deh files have stuff Vanilla don't like? Which brings me back to my question that if I use longer strings etc should I include .deh, .bex or both and how would I go about the latter? I know dehacked lump but is there some lump name for .bex?
BTW. Is there a list anywhere where I could _easily_ see which sprites, sounds and dehacked numbers belong to which enemies? (been having to google, look at game resources, scribble notes etc and still unsure of few but I'm stupid and at the moment unable to do very much testing)
Terribly sorry for this messy post, I'm so tired, medicated, preoccupied and stressed out but wanting to get even my resource wad together before bad things happen IRL. Just needs a few sprites, dehacked fixes and a few textures which reminded me of another bonus question, firewala(/firewal2/firewal3) or what it was called only displays two frames, can this be remedied? Also is there a limitation to animation patch/texture sizes? If I'd make 'em all 256x128 would they work? I've also read about people using longer patches so what about something like 512x64, would that work animated if at all? It'd really give room for plenty of cool stuff.
Big THANK YOU for anyone who even read this let alone can give me answers! If I could turn enemies into 1 sided decos, it'd help a lot. But this brought one _even_ more question, I was wondering can I use codepointer 281 just to play flamest sound effect? (which I've replaced)
I've got a lot of graphics that have and would make nice sprites, some decorative, others destroyable. I've already sacrificed archvile and SS enemies (as well as a lot of decos and not so necessary frames like from powerup anims etc) and this is where my need for knowledge begins. Basically I'm a tiny bit unsure of how to go about replacing enemies with multidirectional decorative sprites. Could I like for example just replace something like archvile with an office chair by turning off enemy functions? And would Doom II complain about missing sprites if my wad only had the ones I need for the chair? If I wanted archieve vanilla compatibility I guess you'd have to merge it into an iwad so providing only needed frames should be okay but I just wanted to make sure if any ports might have any problems?
What about making multidirectional sprites into single view ones, can it be done? Before I understood naming conventions and knew less about sprites I naively replaced SS with different decorations and was surprised to see it change when I walked around it :D Can I use enemy frames for single frame decos or do they need the sprite from every side? If directional sprites can be turned to nondirectional ones, how does one do this? I also read about adding more sprites to vanilla by adding numbers to them or something, could this be my solution? Can suita0 for example be made to four frames by having sprites suitb0, suitc0 and suitd0 present if I have dehacked slots for them?
Also for some reason my .deh got corrupted or something, a few items had changed back to defaults but I guess that's my stupidity which reminded me, if I'm using Boom, do I put .bex or .deh into a wad or both? So far been only using .deh but in Whacked4 I selected Boom format even though I haven't used any Boom specific things except likely exceeded a few string lengths, what happens then to the .deh? Are they cut, included, reverted to default or do they cause problems? Should I selected Doom format instead of Boom if I'm not using Boom stuff? (just mapping for Boom made me automatically select Boom and I'd like the longer strings). Are .deh files always vanilla Doom format or do Boom .deh files have stuff Vanilla don't like? Which brings me back to my question that if I use longer strings etc should I include .deh, .bex or both and how would I go about the latter? I know dehacked lump but is there some lump name for .bex?
BTW. Is there a list anywhere where I could _easily_ see which sprites, sounds and dehacked numbers belong to which enemies? (been having to google, look at game resources, scribble notes etc and still unsure of few but I'm stupid and at the moment unable to do very much testing)
Terribly sorry for this messy post, I'm so tired, medicated, preoccupied and stressed out but wanting to get even my resource wad together before bad things happen IRL. Just needs a few sprites, dehacked fixes and a few textures which reminded me of another bonus question, firewala(/firewal2/firewal3) or what it was called only displays two frames, can this be remedied? Also is there a limitation to animation patch/texture sizes? If I'd make 'em all 256x128 would they work? I've also read about people using longer patches so what about something like 512x64, would that work animated if at all? It'd really give room for plenty of cool stuff.
Big THANK YOU for anyone who even read this let alone can give me answers! If I could turn enemies into 1 sided decos, it'd help a lot. But this brought one _even_ more question, I was wondering can I use codepointer 281 just to play flamest sound effect? (which I've replaced)
Happy X-Mas and a Doomed New Year!
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