Okay, lemme answer a few of these questions before Hotwax comes along and ridicules you
.
How did you get the Text and Cut-scene things in it?
The text? I'm gonna assume that you mean all the text in game... okay. The intro text is Hudmessages. They rock man! You can do all sorts like print stuff in random locations and all that. The actual concept is just an extension of Print, but it's way cool! (Man, I've never said that in my life!). As for the final text I used a mapinfo to define a cluster and then wrote in the "exittext" section the final words... just like good ole doom
. For that end scroller I just set the level exit to EndGameC, which is actually Doom 1's bunny scene. I just replaced the bunny screens with my own custom ones.
The cut-scene is a large mixture between cameras, great mapping
and ACS! ACS is the real key here as I can sequence events to happen at certain times after certaqin delays. In actual fact, ACS is the bulk to ANY doom cut-scene in game. And all the talking was done by Hudmessages.
And what WadAuthor Congifuration File did you use?
At the time i used the Zdoom WCF file that was fount in the FTP directory, but that's way outdated now. If you look in the files section of Zdoom.org you should find an up-to-date WCF, use that!
.
And (This one you don't have to answer) since it was for Zdoom did you use Cameras for the Cut-scene?
Of course I did! Cameras are really cool as you can do loads a stuff!
.
The real tool that i used to get ROTGS so good was my Imagination. You don't need to download it as your current version should be quite sufficiant. The key is to think what you want to do, then do it! It's really simple, but you have to stick at it man. In ROTGS2 I wantred a cool intro cutscene where the player was standing trhere firing at the green soul while the camer spun around him and everything looked paused, like the matrix-spinning-around-while-paused thing! And that's exactly what I did! It looks great. I did this simply by replacing a doom piller with a sprite of onme of the players firing frames (including all directions of said frame) and replacing another piller with the green souls pain frame (including all directions). Then I used the camera to scroll around a load a way points while targetting the player (well, I should say piller, cus it ain't the player object
) and it looked exactly how I wanted it to! You gotta beleive in yourself and then do it.
The other greatest tool I used was:
http://zdoom.doomworld.com/reference/ (This has all the old stuff, very usefull for refrence)
http://zdoom.org/zdkb/zdoomindex.html (This has cool tutorials and it tells you how to set up wadauthor and wintex. READ THIS!).
http://www.zdoom.org/files/ (This is THE source for all zdoom stuff, it has examples (just look in em and see how they made their scripts), it has tools and even a more-recent-than-what-I-used-for-ROTGS WCF file
).
I hope I've been some help. But the above links will help yopu loads more than I ever can
. Plus, your imagination is the key to unlocking the secrets of the univers, don't forget that
.
PS: Don't be afraid to extract the lumps in ROTGS so you can see what was going off. Look carefully at the scriots to get a rough idea and also, look at the mapinfo lumk (explained also in the refrence link above).
Okay, lemme answer a few of these questions before Hotwax comes along and ridicules you :-D.
[quote]How did you get the Text and Cut-scene things in it?[/quote]
The text? I'm gonna assume that you mean all the text in game... okay. The intro text is Hudmessages. They rock man! You can do all sorts like print stuff in random locations and all that. The actual concept is just an extension of Print, but it's way cool! (Man, I've never said that in my life!). As for the final text I used a mapinfo to define a cluster and then wrote in the "exittext" section the final words... just like good ole doom :-D. For that end scroller I just set the level exit to EndGameC, which is actually Doom 1's bunny scene. I just replaced the bunny screens with my own custom ones.
The cut-scene is a large mixture between cameras, great mapping :-D and ACS! ACS is the real key here as I can sequence events to happen at certain times after certaqin delays. In actual fact, ACS is the bulk to ANY doom cut-scene in game. And all the talking was done by Hudmessages.
[quote]And what WadAuthor Congifuration File did you use?[/quote]
At the time i used the Zdoom WCF file that was fount in the FTP directory, but that's way outdated now. If you look in the files section of Zdoom.org you should find an up-to-date WCF, use that! :-).
[quote]And (This one you don't have to answer) since it was for Zdoom did you use Cameras for the Cut-scene?[/quote]
Of course I did! Cameras are really cool as you can do loads a stuff! :-).
The real tool that i used to get ROTGS so good was my Imagination. You don't need to download it as your current version should be quite sufficiant. The key is to think what you want to do, then do it! It's really simple, but you have to stick at it man. In ROTGS2 I wantred a cool intro cutscene where the player was standing trhere firing at the green soul while the camer spun around him and everything looked paused, like the matrix-spinning-around-while-paused thing! And that's exactly what I did! It looks great. I did this simply by replacing a doom piller with a sprite of onme of the players firing frames (including all directions of said frame) and replacing another piller with the green souls pain frame (including all directions). Then I used the camera to scroll around a load a way points while targetting the player (well, I should say piller, cus it ain't the player object ;-) ) and it looked exactly how I wanted it to! You gotta beleive in yourself and then do it.
The other greatest tool I used was:
http://zdoom.doomworld.com/reference/ (This has all the old stuff, very usefull for refrence)
http://zdoom.org/zdkb/zdoomindex.html (This has cool tutorials and it tells you how to set up wadauthor and wintex. READ THIS!).
http://www.zdoom.org/files/ (This is THE source for all zdoom stuff, it has examples (just look in em and see how they made their scripts), it has tools and even a more-recent-than-what-I-used-for-ROTGS WCF file :-D).
I hope I've been some help. But the above links will help yopu loads more than I ever can :-). Plus, your imagination is the key to unlocking the secrets of the univers, don't forget that ;-).
:twisted:
PS: Don't be afraid to extract the lumps in ROTGS so you can see what was going off. Look carefully at the scriots to get a rough idea and also, look at the mapinfo lumk (explained also in the refrence link above).