Hi-res sprites, marine graphics, and playing sounds
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Hi-res sprites, marine graphics, and playing sounds
I have a few questions about Zdoom here:
1) I've seen some TCs use hi-res, or what looked like hi-res, sprites. How do I do this without making abnormally large graphics?
2) How do I change the sprites for each of the marine types? I need different graphics for each. I want the pistol marines to differ from the shotgun-toting ones.
3) [Stupid Question] What's the best way to make a simple sound play with no additional junk? All I want is a little static at the end of a conversation, not to make people talk!
1) I've seen some TCs use hi-res, or what looked like hi-res, sprites. How do I do this without making abnormally large graphics?
2) How do I change the sprites for each of the marine types? I need different graphics for each. I want the pistol marines to differ from the shotgun-toting ones.
3) [Stupid Question] What's the best way to make a simple sound play with no additional junk? All I want is a little static at the end of a conversation, not to make people talk!
1) You have to make "abnormally large" graphics and scale them. They do not have to be twice as big (as Phobus said) they can be bigger or smaller than twice.
2) Include some skins with your mod and use SetMarineSprite
3) You mean you just want to play a radio static "chhhhht" noise at the end of a scripted conversation or something? Just get a sound file, put it in a wad, define it in SNDINFO and play it using ambientsound or localambientsound.
2) Include some skins with your mod and use SetMarineSprite
3) You mean you just want to play a radio static "chhhhht" noise at the end of a scripted conversation or something? Just get a sound file, put it in a wad, define it in SNDINFO and play it using ambientsound or localambientsound.
The Epidermis Emporium has some marine skins.
- MasterOFDeath
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That's the old address; the "new" site (which itself hasn't been updated for almost a year) is here: http://www.doomlegends.com/ee/eemain.html
Though it has to be said, nothing was actually added when it moved
.
Though it has to be said, nothing was actually added when it moved

I know I'm bumping with this, but I need some assistance with SNDINFO. I can't figure out what I'm doing wrong. Here's a copy-paste of my lump:
The wav is named static 9 and I've saved it in doom format.
Code: Select all
$ambient 1 STATIC9 world continuous 120
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Did you give your sound, like DSSTATIC9 a logical name, for exampleSMG M7 wrote:I know I'm bumping with this, but I need some assistance with SNDINFO. I can't figure out what I'm doing wrong. Here's a copy-paste of my lump:
The wav is named static 9 and I've saved it in doom format.Code: Select all
$ambient 1 STATIC9 world continuous 120
STATIC <insert big space> DSSTATIC9
Eh?.. Oh, and the insert big space is because.. Well, this forum doesn't like the overused space stuff.

Shouldn't the $ambient 1 be together too?
I think it should look more like this:
Code: Select all
STATIC9 DSSTAT9
$ambient 1 STATIC9 SURROUND CONTINUOUS 1.0
Err.. I feel so stupid... Maybe it's my script. Help!
script 11 (void)
{
SetPlayerProperty(1, 1, PROP_FROZEN);
changecamera(6, 0, 0);
thing_activate(4);
thing_activate(5);
print(s: "\cbTraining Operator: Here's a live feed from the next trainee.");
delay(135);
light_fade(7, 0, 1);
delay(35);
print(s: "\cbOperator: It appears we are experincing technical difficu...");
ambientsound("DSSTAT9", 127);
}
script 11 (void)
{
SetPlayerProperty(1, 1, PROP_FROZEN);
changecamera(6, 0, 0);
thing_activate(4);
thing_activate(5);
print(s: "\cbTraining Operator: Here's a live feed from the next trainee.");
delay(135);
light_fade(7, 0, 1);
delay(35);
print(s: "\cbOperator: It appears we are experincing technical difficu...");
ambientsound("DSSTAT9", 127);
}
Well, that's where the problem line is. If your sound lump is called DSSTAT9 and you have set up a SNDINFO like the one I posted, you do not use DSSTAT9 but STATIC9 in your script. The logical name (ie the one from SNDINFO) is the one used by scripts, decorate, dehacked etc not the actual lump name.SMG M7 wrote:Err.. I feel so stupid... Maybe it's my script. Help!
ambientsound("DSSTAT9", 127);
Can't give a detailed description ATM, I'm at work.sarge wrote:How do I do these?
Big graphics scaled - well first of all you have to make the graphics - you're on your own there. The graphics should replace all the ones for an existing enemy if you want to scale one of them, or be enough for your new enemy if you are doing it via DECORATE. Then you either use dehacked and put a scale factor in the section for that enemy or add a scale factor to the definition of your DECORATE enemy. If you want your sprites to appear half their actual size, you'd use a factor of 0.5 etc.
For skins and changing them for the scripted marines, you have to make or get a suitable skin (links on this page should help), give the scripted marine in your map a tid and use ACS to change the skin of the marine using the command I posted above. When I get home, I should be able to post an example script if necessary but both of these things have been discussed a number of times so a forum search and a look through the Wiki whould pick them up.
If you want to change the scale factor for a skin, I think you can do that via the skin definition lump. Pretty sure LittleWhiteMouse did that in at least one of her mods.