step 2: make your wad by clicking new archive and choosing doom wad archive, which is usually selected by default.
step 3: add your midi(s).
step 4: right-click your midi and click "Rename".
step 5: change your midi's name to its corresponding lump. (For a list of music lump names and their corresponding maps, click the spoiler under this tutorial.)
step 6: save your wad to a directory of your choice.
step 7: all done, this tutorial does work with mp3's and other formats for music as well, but in turn your wad wont be vanilla if you choose those formats (Besides .MUS)
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D_RUNNIN MAP01: Entryway
D_RUNNI2 MAP15: Industrial Zone
D_STALKS MAP02: Underhalls
D_STLKS2 MAP11: Circle of Death
D_STLKS3 MAP17: Tenements
D_COUNTD MAP03: The Gantlet
D_COUNT2 MAP21: Nirvana
D_BETWEE MAP04: The Focus
D_DOOM MAP05: The Waste Tunnels
D_DOOM2 MAP13: Downtown
D_THE_DA MAP06: The Crusher
D_THEDA2 MAP12: The Factory
D_THEDA3 MAP24: The Chasm
D_SHAWN MAP07: Dead Simple
D_SHAWN2 MAP19: The Citadel
D_SHAWN3 MAP29: The Living End
D_DDTBLU MAP08: Tricks and Traps
D_DDTBL2 MAP14: The Inmost Dens
D_DDTBL3 MAP22: The Catacombs
D_IN_CIT MAP09: The Pit
D_DEAD MAP10: Refueling Base
D_DEAD2 MAP16: Suburbs
D_ROMERO MAP18: The Courtyard
D_ROMER2 MAP27: Monster Condo
D_MESSAG MAP20: Gotcha!
D_MESSG2 MAP26: The Abandoned Mines
D_AMPIE MAP23: Barrels o' Fun
D_ADRIAN MAP25: Bloodfalls
D_TENSE MAP28: The Spirit World
D_OPENIN MAP30: Icon of Sin
D_EVIL MAP31: Wolfenstein, Cast sequence
D_ULTIMA MAP32: Grosse
D_DM2TTL Title music (should be a very short midi, around a couple seconds.)
D_DM2INT Intermission music
D_READ_M Text screen music
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Here's an example map/template to end the level when everything has been killed. Requires complevel 9 (or higher) and UMAPINFO, relies on some Dehacked edits.
https://user.fm/files/v2-6268e70b5dcf9f2fdd5a52d190d26bd1/umapend.zip
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v 1.01 fixed some missing BossDeath states. Made the blocking triangles larger.
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Tested with dsda-doom 0.27.4, Woof 12.0.0.r85 (git), Eternity 4.03.00.pre.r1227 (git), GZDoom 4.11, PrBoom+UM 2.6.66
There still might be a bug somewhere.
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You can play through it to try it out (monsters are behind invisible doors), or just kill everything with a cheat (KILLEM or MASSACRE in most ports). GZDoom won't kill the lost soul with cheats so you'll have to shoot it yourself. As long as all of each monster type is dead at some point, it doesn't matter if they come back, e.g. from Archvile ressurection, or Pain Elementals making new lost souls, which I guess could be a problem in a maps with a lot of either of those monsters.
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How it works:
- a voodoo doll is on a conveyor blocked by 19 sectors (one for each monster type), each with a different tag
- DEHACKED is used to give all monsters that lack one a BossDeath action, needed for UMAPINFO's bossaction trigger (on both normal and gibbed deaths where needed)
- UMAPINFO has a bossaction trigger for each monster, for each sector that blocks the conveyor
- when all blocking sectors have raised, the voodoo doll crosses an exit linedef.
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The relevant part of the map (the conveyor) uses tags 12880-12899 so you should be able to just copy and paste it into your map, as long as you aren't using those tag ranges.
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If your map doesn't use every monster, you'll need to remove or resize the relevant blocking sectors from the conveyor. Check the UMAPINFO lump if you aren't sure which corresponds to which.
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You're welcome to use, copy, and modify this as you please, I'd love to hear if it's useful or you make something with it.
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This was inspired by @Vytaan's map Six Minute Massacre, which was a lot of fun, but where I thought ending the map with switches didn't fit all that well.
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old screenshot, still gets the idea across:
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The map music is file 'K01' from a game called Viper V16, which is apparently an old Japanese Hentai game. I just picked it at random from my huge collection of midis, I swear!
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Texture bashing or texture splicing is a technique that allows mappers to segment linedefs into multiple smaller linedefs in order to achieve some great looking surfaces. This is achieved by placing vectors across the linedef. Here are some examples of that.
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Texture stitching is similar to texture bashing, but it connects the ceiling and the floor of a sector, and allows mappers to achieve some interesting looking combinations. Here are some examples of that.Â
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In this tutorial, you are going to learn how to use these techniques in order to achieve very interesting looking maps.
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Disclaimer: I don't know if this technique already has a name, or if there are any other tutorials teaching it. We've used names that sound fairly intuitive and easy to remember.
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Texture bashing/splicing
Let's begin with texture bashing/splicing. We are going to make a lift using SUPPORT3 and another surface material. First, we'll make our lift. Draw a square room with a square center in the middle. Let's make it 160 by 192.
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After we've finished making the sector for our lift, let's go into 3D view mode by pressing Q. Then let's raise the rooms ceiling to 256 and the lifts floor to 128 and texture the bottom part with startan. It should look like this.
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After that, let's go into vertices mode and place the vertices for our textures. SUPPORT3 has two 24 pixel metal bars and one 16 pixel bar. Let's make a 24 pixel separation on each side of each linedef. Here is what you should have after you're done.
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Now, let's go into 3D mode and place SUPPORT3 in the corner parts. It should look something like this. It already looks very interesting.Â
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After that, just texture the middle parts with whatever you want. I chose SKSNAKE2 and also added SFLR6_4 for the lift floor.
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Finally, go into linedefs mode and assign the proper linedef actions and tags. It's important to select all linedefs when doing this, unless you want your lift to be activated by a button or walkover line. For the purpose of this tutorial, we'll do a regular Doom lift.
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Important: Don’t forget to tag linedef and sectors in order to make it compatible with ports other than GZDoom!
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And there we go! Our texture spliced/bashed lift is ready. Next, I'll make a similar lift but enclosed by walls, so we can understand how we can use the same technique for making interesting looking lift railings.
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First, let's make an elevated room at the corner of our room. Just make an adjacent square and raise it until the floor is over the ceiling of the first room. Let's go with 256 for the floor and 512 for the ceiling.
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Then, let's copy and paste our lift there, in the connection of the rooms. Raise it to the level of the raised room you created.
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Now, let's erase the vertices on the back of the elevator. We need to make new vertices to fit with the textures we are going to use. After that, let's lower the elevator so we can see the back side of the lift.
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We are going to use a mix of SUPPORT3 and doortrak here. Let's make some divisions. I will create one vertex 48 pixels away from each side of the back of the lift, and a 48 pixel linedef in the middle. It should look like this:
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After we've made the vertices, we can use the texture in the surfaces. Go into 3D view mode and lower the lift so we can see the back side. Let's texture the appropriate surfaces with SUPPORT3. After that, we'll use doortrak on the other surfaces. This is what it should look like.
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There, we made our lift. It looks very cool, right? You can experiment with creating subdivisions and using different types of texture. My map wood5flat5 used this technique extensively to make different looking things from a single texture. Go check it out, and leave a review!
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Texture stitching (WIP)
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If the floor and ceiling of a sector have the same height, the surface will show as a solid wall. This can be used to achieve some very interesting results, as shown before. Here is a quick step by step of the process.
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Important : Doomguy is 56 pixels tall, and his eye sockets are placed 41 pixels from the ground (a little mismatched from where his actual eyes would be). 32 pixels is the height he shoots from. In this little ruler I made for texture makers, you can see where his eyes would meet the textures if you follow the yellow line. More info about the ruler's usage here. It's important to consider this information when doing texture stitching, as well as doing extensive testing to achieve the look you want.
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Make a sector and Define the height where sectors meet. Raise the floor to the desired height and lower the ceiling to the same height. You can do this in 3D view mode, but the best way for this technique is going to sectors mode and defining it manually in the sector properties. We are going for 40 pixels which is just below doomguy's line of sight.
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After you've made both parts meet, you can choose the textures you want. We are going to make some mixed marble stones for the purpose of this tutorial. Let's texture the bottom part of the walls with (marble brick), and the top part of the wall with (grey marble).Â
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Important: this technique can work well with boom based formats, but it shines much brighter in UDMF format, which allows upper and lower textures to have different offsets. In boom and its lineage, they are connected and that can make it difficult to achieve good alignment, but it's possible nonetheless.
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After aligning things properly, you can see that it looks quite good. If you change the height where sectors meet, you can achieve different looks, but we're not done yet. Let's expand on the concept.Â
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You can make sectors divided by a very small gap, 8 to 16 pixels of height and use the light textures to achieve the look of an inset illumination wall.
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Let's do that now. Create a small room
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Now, still in draw lines mode, draw the contour of the room, 8 pixels afar from the original. This will be our texture spliced sector.
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Go into 3d view mode or sector properties and adjust the height of the putter sector until there is an 8 pixels différence between them. I'm going for 40 for the floor height and 48 for the ceiling height.
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When you go into 3D view mode, you are going to see a hole between the two parts. Select the texture you see there and apply a light texture. I'll choose zxxxx
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Now, texture the upper and lower parts as we did before.
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Don't forget to check the floor and ceiling flats of the outer sector with the lights, as well as the brightness levels.
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Now you have a cool wall decoration with inset lights. You can use this for hallways to great effect.Â
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Here Is a little texture museum me and SpaceCat_2001 put together to show some of the possible combinations you can achieve using this technique. Feel free to explore it. Analyze and understand the techniques applied here.Â
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Special thanks to @SpaceCat_2001Â who helped me build the texture museum and review the tutorial.Â
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That is all for this tutorial. Happy mapping!
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Changelog
V1.0 - 08/11/2023Â
Original thread posted.
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Here, with the help of a magic video, I'going to show you how you can easily make a weapon (or whatever you want, actually) that can slow down monsters with the use of a Speed Powerup copycat.
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Everyone (I guess) knows that powerups work on monsters too, except for a few exceptions, among which we have the infamous PowerSpeed powerup.
In my searching for answers, I found out all fo the reason behind this seemingly weird thing and with that knowledge I've been able to find a very easy workaround!
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Behold! I'm about to show you how to make a weapon that can slow down monsters on hit!
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In the description you can find a couple of more useful links and the download for the ZSCRIPT of the weapon I made.
]]>i want to put some custom sprites on my baron rework, but the strings table on DEHEXTRA is different to the normal DeHackED
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UDB, DBX, and vast majority of modern editors (best of my knowledge) don't care about the order you draw your lines in. It makes sure they're facing the right way, and flip them if necessary. But some editors do care. Eureka is my daily driver, a distant member of the DEU family. DEU and Eureka both care very much how you draw, so let me explain.
Every line is a vector between two points. The first vertex you place is the starting point, and the second vertex decides direction, and termination point.
It's decided that the right side of any line is the front. Marked by the little nipple that sticks out.
So if we have a 256x256 square room, all 4 lines must have their right side facing inward, because they're single-sided. If you have a single-sided line facing out into the void, you have a problem.
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Notice the arrows. They all go in clockwise direction. To enclose the space within.
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Now, let's make two things: Pillar and sector within sector.
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1. Pillar
For the pillar to work, we need exactly the same thing as is but in reverse. There is sector all around, but we want to make a void inside to form a pillar. So we draw the lines counter-clockwise. For the lines to be facing out. The back side of one sided line is always facing the void
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2. Sector-in-sector
For sector-in-sector to work, it's more tricky. We draw lines clockwise, again. So the lines are facing inward, and create another sector.
Now, modern editors are smart but let's see what they do under the hood:
The big room sector has a reference 0. It's the first sector made, and the reference number didn't change. Now, every line in the second sector we just made must become double sided, possibly invisible, pass-through, and have most importantly: the back side face sector 0, and front face freshly made sector 1.
But Sneezy, I hear you say, I can have these two-sided lines facing outward as well. And you're very correct. But they need to be drawn first, and flipped later. If you're interested how flipping lines work, it's just swapping the starting and ending vertex references. So if you flip a line that goes from vertex 14 to 15, it will go from 15 to 14, and face the other way.
Sector 1 now has the same properties as sector 0, which surrounds it. Properties like brightness, flats on floor and ceiling, special type, tag number. Specials or other properties may not carry over.
This is what the ancient DOS and Win3.1 editors struggle with the most. Making sectors in sectors, and automatically, and correctly reference the side-defs. Eureka does a great job, DEU not so much. Luckily it allows you change the references as you please.
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Bonus Fun fact, you know about the secret stairway in E4M3, which triggers like 19 secrets with each step counting as one? This is why. The secret sector was built first, and the entire stairway carried over all the properties, including secret tag.
]]>(also, please note, I am not an expert so take what I say with a grain of salt)
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Setup:
First of all you'll need to download SLADE and your editor of choice (however this tutorial will just be assuming you're using Ultimate Doom Builder)
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Textures:
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Now you've got your custom texture!
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Sprites
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Because this is the mistake I made, I'm going to start this off by saying do not put your sprite file location in between P_START and P_End
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After R&D for my mod for EDAY I managed to develop these. First pain and frustration, then ease and understanding...
Then I suddenly realized it could still feel like advanced stuff to someone.
Let it be here, just one more way to make elevators.
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Note that you can do it MUCH easier if you agree to have their doors normally closed and don't min non-negotiable door closing delay...
Me, I went full manual control because i needed elevators with doors normally open. Unable to rely on PolyWait() for doors closing (because it would wait til they open again -- forever) and unable to use Polyobj_Move() either (because they stop if blocked and then your elevator is rekt) I had to invoke Polyobj_DoorSlide() with infinite delay, then monitor polyobject's actual position in a loop until all four were fully closed, then break their doorly cycle with Polyobj_Stop().
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Thatnks to UDMF, the comments are embedded in the map itself, in sectors, things and lines.
As well as detailed comments in the script source.
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Only requires Doom2.wad. Runs in zandronum 3.0, uses ACS scripting.
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Your message will be shown as one of the random quit messages
that's all! you can edit more texts other than quit messages with language lump too btw.
[enu default] //REPLACE THE TEXT WITH WHATEVER TEXT YOU WANT //THERE ARE 15 QUIT MESSAGES; YOU CAN'T ADD OR REMOVE QUIT MESSAGES QUITMSG = "what the helllllll"; QUITMSG1 = "Sussy Baka!"; QUITMSG2 = "ambatukam"; QUITMSG3 = "Test"; QUITMSG4 = "Sub to DoomBunny!!"; QUITMSG5 = "thanks rootpain wad for teaching me how to edit quit messages"; QUITMSG6 = "gzdoom? more like cheesy doom"; QUITMSG7 = "Nani?!"; QUITMSG8 = "DON'T QUIT"; QUITMSG9 = "L"; QUITMSG10 = "bruh"; QUITMSG11 = "i have no ideas anymore"; QUITMSG12 = "sus"; QUITMSG13 = "stop with the cap"; QUITMSG14 = "AMOGUS";]]>
I made some very clunky portals, but i want them to look and act like the ones in this video:Â
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The thing is, when he sets the action for the linedefs, I cannot seem to find anything with that name or action number.
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Where it always (?) begins is to offset the texture like this:
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Then smudge the edges. As you can see it wouldn't work here. So how to fade the edges then? I took small "independent islands" with free select tool like this:
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(Didn't go to pixel perfect as these are downscaled so much.)Â
I also exported these as separate pictures also.
Then arrange the pieces as you wish to cover the seams, like this:
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Here texture is repeated 4x:
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In editor, make a pile of wood:
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The transition between environment and pile is harsh.Â
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Now these separate parts come in handy. Use them as flatsprites.
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Rotate and cover the edges with those :
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Ingame, good enough:
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Inspiration, cold winters and wa...cold summers, heh. (Weather forecast in June)
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I'm a ML Researcher and currently using ViZDoom as a platform for experiments with intelligent agents. I have this scenario called Health Gathering Supreme and I want to disable the sound that the player constantly emits because it is taking damage. I need this because I set other Things on the map to play sounds, and the task here is to find these objects by using the sound. However, since the player is always taking damage the noises get mixed up making the task of finding the correct sources harder than it should be.
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 I'm pretty new to Doom Editing, but I managed to place the new objects that I want on the map and also managed to make them emit different sounds. So as a player, I can hear them but also listen to myself "in pain" all the time.
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On this topic, someone tried disabling another kind of sound, and the suggestion was to replace the "misc/secret" sound in the SNDINFO file with just an empty set of ". I tried the same, but I don't know exactly what is the equivalent of "misc/secret" that I have to disable.
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Any suggestions or guidance will be much appreciated.Â
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Thanks :D
]]>Convenience. You build your thing once and that's it. With sectors, you need to cut other sectors, align textures, etc. Imagine building a lamp over stairs. Your lamp will be sliced. Now, imagine you move a building and all your lights become misaligned. Models save you from that. Textures are perfectly aligned every time, and you don't slice your things. Plus, you can move models in ways you cant move sectors.
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Then, you can create impossible geometry. Imagine a 1 unit rod sticking from the ground at 45 degrees. Do that using 3d floors. Can you? No.Â
With models, you can.
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If you can create 3d floors and edit text files, you can export 3d models.
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Tutorial:
Create a dummy sector in your map to hold your model, and build it. Delete all textures. Only the model should have textures. Very important!!!
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It's a simple one sector build.Â
Select the sector with your thing in it and export it as obj
FILE>EXPORT>SELECTION TO WAVEFRONT.OBJ
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Look at the way the paths are set.
My project folder is named CUTE, and I have subdirectories there:
Models
And
Decorate
Exporting creates a decorate file in DECORATE, and a modeldef file in the root. We need to add an editor number in the decorate, make sure it's included, and then we need to edit the modeldef, because my thing is on its side.
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We edit modeldef by adding a couple of lines:
Rolloffset will turn the model upright.
Offset is to center the bounding box. This is a non solid model, so the bounding box doesn't matter too much.
Reload resources, and your thing is now selectable from the menu. If not, add your project folder as a resource.
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1) As mentioned, never modded a doom wad in my life, and if i see a single lick of code i will puke (Yes i tried going to a game making Class in 2017, Yes i hated every single code related moment of it)
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2) aside from shitty sprite attempts in 2017-2018 lost to time i have never done much spriteworks, nevermind ones involving games
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Help?
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(Also if anyone wants i can share the general idea for the wad, i have some sketches and the name ashenheart in mind)
Since people want to see the ideas i há e for this wad imma show them:
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So ashenheart is basically an setting i have been working on for over three years
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Its set in a alternate earth millenia after an ancient ritual broke the sun apart and replaced it with a magic moon,  killed and revived everything in new and strange forms, including humans, now divided into 7 interesting speciesÂ
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For the sake of keeping this update short, i will not digress further into the races, world and etc in general, all you need to know is, heaven is real, so is hell (but its know as the red sea due to it being submerged in water and blood) souls are slime goop and the world is in it's equivalent of the 1940s, with all the second world war, mages in the army, post depression era stuff you can expect
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The general setting is this: the global bureau of research, an international organization dedicated to studying all sorts of sciences has had a accident in one of their facilities, releasing a strain of blue burst into the wild
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What is blue burst you ask? Well its a pretty nasty soul parasite that takes a hold of the soul, tricks the body into going braindead and then takes control over it, slowly mutating it in ever stranger forms
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Here are some sketches of the infected+ a few non related concepts (keep in mind i have not draw in a while)
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Open it in the editor and see how I did it.
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note that this is only for one texture, not a texture pack, to keep things simple.Â
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first, open up slade3. make sure all other editors are closed before you do this, or you might corrupt your wad. open up your wad inside of slade.Â
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now, you're going to want to click this button:Â
unless your wad already has textures, in which case you'll want to click on texture1Â on the side panel, then click edit textures instead:
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a dialog will pop up, hit yes then select for whatever you're doing (doom for doom, strife for strife, zdoom if you don't care about vanilla compatibility.) for your base wad, choose whichever game you're modding. create new is better for doing all custom textures, because you won't have access to the vanilla textures outside of zdoom. (thanks Gez!)Â
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that will do a lot of the heavy lifting for us.Â
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now, in the new texture tab that's created there's an import files button on the left side, located here:Â
click this, then select your image in the file dialog that pops up. if it worked, then your image and it's name will show up right under "TEXTURES". save, and then you'll be able to select it from the texture list when you open it in a map editor. just go down to where your wad's name is listed and type in the name of the new texture.Â
the only difference to this part if you select from base resource is that your new image will be at the bottom of the long list of textures.Â
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if anyone's still struggling after reading this please let me know why so I can add to it.Â
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Patch "SW18_7", index 1924 is double defined in resource "DOOM.WAD".
Patch "SW18_7", index 2324 is double defined in resource "DOOM2.WAD".
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I read that you don't have to pay attention to them and can delete them, I'm interested in why he does it and what do I have to do to make it go away?
LG
DAB
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I know what you might think, "what's the point in making actors glow after a hit?", well, actually there might be a lot of "points".
You could use this to mark monsters/objects, to make dark monsters to be visible in the dark, to show an effect that you want to apply to that actor etc.
But, if you still don't give a f about changing and actor color, you could always use this method to basically do anything to the actor!
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Now that I've definitely convinced you, here's the tutorial in a practical video format:
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]]>Models -- Obj files are placed here
Decorate -- decorate files go in here
Sprites -- For your model's sprite
1. Create your thing, whatever it is. I am making a switch. Create a sector in an empty area if your map, big enough to hold your thing, and delete all the textures on walls, floor and ceiling. This is important. They appear as solid in the model.
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2. Textures. On thing, off walls, floor and ceiling.
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3. Select the sector with your thing and export as obj. as shown.
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4. Name your model, your sprite (Use tnt1 is you don't want to make a custom sprite), flags and select decorate. Look at the directories. Modeldefs go in the root
Decorate goes in decorate
Obj goes in models
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Open the decorate for your thing, and add the spawn id
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QuoteActor [Name] 1234
{
Radius x
Height x
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Reload resources and you should be able to place your thing in the editor.
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Light and animation will be covered in a different tutorial.
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Let me know if you have questions.
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DISCLAIMER: It's entirely possible I've made a mistake or two (or a few) in this video but I think it's sufficient to get someone started. If there's info you feel like correcting, please absolutely do so either here or in the video comments. My aim is to help other people learn!
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1) Download this .zip file: https://doomshack.org/uploads/DeHackEd_2020.zip
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2) Place a DEH file (and its accompanying WAD file) in your Doom / Doom2 folder.
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3) Copy CWSDPMI.EXE, DEHACKED.EXE, DEHPICK.EXE, DEHMAKE.BAT and DOOM(2).EXE to your Doom(2) folder.
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4) Now, run DEHMAKE.BAT. Press Y when "Do you want to do this?" shows up. This will generate an EXE with the same name as the .DEH file.
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5) To play, simply type:
NAME.EXE -file NAME.WAD, replacing "NAME" with the actual names (duh).
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If multiple DEH files are present, DEHPICK will bring you to an easy-to-understand selection menu.
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------------------------------------------------------
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UDOOM32.EXE and DOOM32.EXE are included in this zip, renamed to DOOM.EXE and DOOM2.EXE respectively.
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For playing wads and mods, I recommend replacing the default DOOM and DOOM2 EXEs with these, keeping the old versions in a different folder as backups.
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These programs raise the "visplane limit" as well as other tight limits that often crash the default EXEs.
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DEUSF.EXE allows you to merge the sprites/flats from DOOM(2) into your pwad, thus avoiding crashes. If you try to play a wad but Doom hangs at "Playloop State", it likely means the wad needs appending with DEUSF.
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Copy DEUSF.EXE to your DOOM/DOOM2 directory and type "deusf -app mymod.wad" (inserting the actual name, of course). This will inflate the wad and make it completely vanilla compatible.
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DEHPICK by JadingTsunami
DEHACKED by Tree, updated by xttl
DOOM2P by entryway
DOOM32 by xttl and ConSiGno
UDOOM32 by OpenRift
DEUSF by Olivier Montanuy
DEHMAKE / HELP.TXT by Doomkid
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For this guide, we will give a baron of hell green skin and yellow glow around his fists. But it can also be used for wall textures and flats.
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First of all, let's separate graphic we need changed. Like this baron, the BOSS family of sprites. I will not cover proper ways to handle Doom graphics, only this specific tool. Look up guides for that if you need to. Note, that the graphic needs to be paletted (Be Graphic (Doom) or Flat (Doom)) - some ports can work with PNG, but the tool will not.
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The remap tool can be accessed through this button
But it's only visible when you select a single graphical lump. If you want to do a mass-recolor, you can select multiple graphics and then use context menu from right-click.
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Now let's look at recolor menu:
Origin range (1) is the colors of the original sprites you want change. You can select a single color or an continuous row of them - typically you will select all the shades of the same color, baron's red torso, for example, is entirely second half of the first row and first half of the second row.
Target range (2) is what we want our new image to have instead. The range doesn't have to be the same length, it will translate proportionately.
Translation ranges (3) is the list of all changes you will want to do at once. It's important to do if you want to swap colors - in our case as we are going to make baron's torso green, it will be the same color as his fists's glow. Plus sign lets you add a new entry, minus sign removes current entry. The arrows change the order of execution, but I can't imagine when would it matter.
Preview (4) shows you the graphics, as it will end up looking. You can also point your mouse at it to see color highlighted on Resulting Palette (5) to give you a hint what exactly the colors are. It's not very convenient though because pixels are so small.
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So, let's start translating, shall we?
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We have selected the destaturated red range as origin, and green range as target and got ourself our juicy hell orc. But we don't want his hands to glow the same shade, do we? Let's make the glow yellow
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Yellow is an awkward color because the yellow range is split in two - but it goes to show that we can select a partial range just as well. Some ranges are mismatched in saturation (For example, green doesn't have the same fade to white as blue, yellow or red) so you might want to change target range or limit the original range to manipulate the proportions. This is something you'll have to do yourself, depending on how you want your graphics to look.
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Now let's check all the sprites to make sure nothing got miscolored.
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Uh-oh, we forgot that Baron's blood was green, and now it looks like our new baron was filled with urine. Gross.
That shows the limitation of the tool - it can only edit the whole picture. We'll have to use a more advanced editor, like Paint.NET or GIMP to do more complex edits. Luckily, we can still benefit from the job SLADE done for us with this translation. For example by making the version of our hell orc that doesn't recolor green into anything, exporting, overlapping the two sprites in graphical editor and erasing the miscolored parts.
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Naturally, this technique works best on relatively monochrome art, like a brick texture than it does on monsters.
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First:Press T (Default) to open things mode, right click to create a thing, select the monster that you want to open the door after being killed.
Second:Make a door, Check the door sector tag.
Third:Assign the monster the same tag of the door, and the 11 Door Open tag. On sector tag set it to the door's tag.
Fourth: Test the map.
Fifth:Enjoy¡Â
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