Search found 41 matches
- Wed Oct 11, 2017 10:18 am
- Forum: Mapping
- Topic: Doors won't stay open...
- Replies: 5
- Views: 1189
Re: Doors won't stay open...
Hello there, I'm a newbie at this so bear with me, I made a ''pass this line and the doors on the wall will open'' linedef trigger and as you can see in the screenshots it works, the problem is that the doors don't stay open, I want them to be permanently open after you pass the line, what am I ...
- Wed Oct 04, 2017 5:09 pm
- Forum: Tutorials
- Topic: What use is a 3D construct
- Replies: 6
- Views: 1961
Re: What use is a 3D construct
Some uses for 3D sectors Nice resource. I can recognize my example house for the swinging door there :D I wanted to ask: How do I enable these lines that join tags with sectors/linedefs? when im creating stuff in 3d floors, it's easy to lose track of where you at with a certain tag with so many ...
- Tue Oct 03, 2017 12:39 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 894310
Re: The "How do I..." Thread
AN additional question: How do I make the ceiling at a different brightness than the floor in UDMF format? I used to use the cheap and old trick of raising the ceiling a ton and having no textures on the upper sides in the legacy format but im making my first non classic format doom map and im using ...
- Tue Oct 03, 2017 12:35 pm
- Forum: Editing (Archive)
- Topic: Make the player not be able to step above a -8 height sector
- Replies: 3
- Views: 4331
Re: Make the player not be able to step above a -8 height se
8 units high? What kind of scale are you using where a table is 8 units high? It should be at least 32-36 for a Doom-scale table, which should be higher than the default step-up height of 24. You can adjust the player's max step-up height if you're using a custom player class. [wiki]actor ...
- Tue Oct 03, 2017 11:00 am
- Forum: Editing (Archive)
- Topic: Make the player not be able to step above a -8 height sector
- Replies: 3
- Views: 4331
Make the player not be able to step above a -8 height sector
As we know the doom engine considers something too high to be walked throught if it's 8 units of height or higher. What I noticed when designing a more realistic map is that to get tables in a realistic scale, 8 is too high, they need to be a bit lower, say 6. The problem is, doomguy is stepping ...
- Tue Oct 03, 2017 10:51 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 894310
Re: The "How do I..." Thread
I have a question about the swinging door. I finally got it working exactly how I wanted, using Polywait to not get glitches when I spam use on the linedef that triggers script of the polyobject to rotate, but im not sure what TagWait is doing at the end of the script, and TagWait asks for a tag ...
- Tue Oct 03, 2017 10:43 am
- Forum: Assets (and other stuff)
- Topic: Best voxel editor?
- Replies: 7
- Views: 2432
Best voxel editor?
I would like to make some voxels based on sprites. If I wanted to create voxels for the DN3D sprite props, what would you use?
- Sun Oct 01, 2017 9:19 am
- Forum: Editing (Archive)
- Topic: How to keep track of thing IDs?
- Replies: 7
- Views: 6159
Re: How to keep track of thing IDs?
Why doesn't DoomBuilder prompt you that an ID is being used by 2 things at the same time or something at least? So you could know the ones you need to change. That's a drawback, among others, of using Doombuilder2. About a year and a half ago, MaxED added a Tag Explorer plugin in GZDoom Builder ...
- Sat Sep 30, 2017 10:53 am
- Forum: Editing (Archive)
- Topic: How to keep track of thing IDs?
- Replies: 7
- Views: 6159
How to keep track of thing IDs?
I like to download a bunch of resources, bundle them inside a pk3 file and then use that to get inspired when im mapping. The thing is, it seems an act of insanity trying to keep track of each ID number that has already been used to not overlap it with some other stuff. Why doesn't DoomBuilder ...
- Fri Sep 29, 2017 3:48 pm
- Forum: Requests
- Topic: [request] Full rip of Duke Nukem 3D sprites
- Replies: 8
- Views: 2550
Re: [request] Full rip of Duke Nukem 3D sprites
Yep, that's going to be a PITA.
Anyone knows if there is a pack for voxels sprites of DN3D? kind of like the voxel pack for Doom. If I gathered enough voxels, I would just use voxels for my project. They look so much better and maintain the retro look.
Anyone knows if there is a pack for voxels sprites of DN3D? kind of like the voxel pack for Doom. If I gathered enough voxels, I would just use voxels for my project. They look so much better and maintain the retro look.
- Fri Sep 29, 2017 10:52 am
- Forum: Editing (Archive)
- Topic: Sector lightning vs point lights
- Replies: 7
- Views: 5727
Re: Sector lightning vs point lights
Check this out https://www.doomworld.com/forum/topic/85952-automatic-lighting-generator/ That looks indeed neat, but I don't know how to compile the code from the github. Is there any tutorial in to compile this? im not a coder. Also, does this recognize 3d floors? for example, if you use this ...
- Thu Sep 28, 2017 5:25 pm
- Forum: Requests
- Topic: [request] Full rip of Duke Nukem 3D sprites
- Replies: 8
- Views: 2550
Re: [request] Full rip of Duke Nukem 3D sprites
Okay, the work is done. Here it is - there you go: https://drive.google.com/file/d/0B3QNHpgI-hEycmJ0N1NJU01RMlU/view?usp=sharing About Blood, Redneck Rampage and the others...if you want me to crack them open, you shall need to give me their resource file . I have neither of these games, therefore ...
- Thu Sep 28, 2017 4:24 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 894310
Re: The "How do I..." Thread
what to do with this? Use a switch instead of a linedef in front of the door. gezOTr2Qk8E But I don't want to use a switch. Im making a realistic map and doors must be opened by pushing them not with switches. Anyone knows a solution? I've tried several different delay values and 35*1 seems like ...
- Thu Sep 28, 2017 3:43 pm
- Forum: Requests
- Topic: [request] Full rip of Duke Nukem 3D sprites
- Replies: 8
- Views: 2550
Re: [request] Full rip of Duke Nukem 3D sprites
Okay, the work is done. Here it is - there you go: https://drive.google.com/file/d/0B3QNHpgI-hEycmJ0N1NJU01RMlU/view?usp=sharing About Blood, Redneck Rampage and the others...if you want me to crack them open, you shall need to give me their resource file . I have neither of these games, therefore ...
- Thu Sep 28, 2017 9:42 am
- Forum: Editing (Archive)
- Topic: Sector lightning vs point lights
- Replies: 7
- Views: 5727
Re: Sector lightning vs point lights
If the shadows are to be thrown by singlesided linedefs, then you also have an option to use the Lighting plugin by boris. 4 Lighting things, which can be adjusted in brightness, in map https://i.imgur.com/ct75gIk.jpg https://i.imgur.com/Qelp9dj.png That looks neat if it does what I think it does ...