Search found 21 matches

by BucketHoodie
Sun Oct 11, 2020 7:47 pm
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 407885

Re: Ultimate Doom Builder

Is there a way to take textures/texture packs you have as resources for your game config(s) and import the textures you use into your wad? I think it would be a LOT more helpful, especially for big texture packs such as OTEX, which have hundreds, if not thousands of textures, making it easier to ...
by BucketHoodie
Fri Oct 09, 2020 10:51 am
Forum: Assets (and other stuff)
Topic: Problems with SLADE 3 Texture editor
Replies: 0
Views: 423

Problems with SLADE 3 Texture editor

Im using SLADE 3 to import textures from OTEX to use in my map, and for some reason the patches and TEXTURES lump are created but all but two have their textures imported. Do I have to import the textures myself or is SLADE supposed to import them automatically?
by BucketHoodie
Wed Apr 29, 2020 2:41 pm
Forum: Mapping
Topic: How to make Sunlight?
Replies: 2
Views: 524

Re: How to make Sunlight?

If you don't need to light models, then sector-based lighting is probably easier. A dynamic light-based sun requires an extremely bright spotlight with extreme angles high up in the map, so you need a giant room above the scenery. Not really feasable if you ask me. If models are involved, you might ...
by BucketHoodie
Wed Apr 29, 2020 12:31 pm
Forum: Mapping
Topic: How to make Sunlight?
Replies: 2
Views: 524

How to make Sunlight?

Hey I would just like to know how to make sunlight, or at least the illusion of it, in GZDB. I know it probably is done via dynamic lights, but which ones do I use to create sunlight?
by BucketHoodie
Fri Apr 24, 2020 3:17 pm
Forum: Mapping
Topic: Problems with making episodes in Doom 2
Replies: 6
Views: 789

Re: Problems with making episodes in Doom 2

Such a small snippet of the code still doesn't say enough about the problem. Post your entire MAPINFO. Besides, I actually found a fix to it by making adding a map definition and adding a "Next" property and set it to the next level. Sorry for the inconvenience. :oops: Have a nice day/night
by BucketHoodie
Thu Apr 23, 2020 1:49 pm
Forum: Mapping
Topic: Problems with making episodes in Doom 2
Replies: 6
Views: 789

Re: Problems with making episodes in Doom 2

...... it instead took me to Doom 2's ending screen (with the enemy showcase). I would like to know what I need to fix in my MAPINFO (where I made the episodes). We would like to know as well. :) But, without knowing what you have done in the MAPINFO lump so far, it will be a mystery to all of us ...
by BucketHoodie
Thu Apr 23, 2020 12:17 pm
Forum: Mapping
Topic: Problems with making episodes in Doom 2
Replies: 6
Views: 789

Problems with making episodes in Doom 2

So Im making a megawad called 20000 Miles into hell and I'm trying to make multiple episodes in Doom 2, but I'm getting problems as when I play through the first level of the first episode and try to go to the second, it instead took me to Doom 2's ending screen (with the enemy showcase). I would ...
by BucketHoodie
Tue Apr 21, 2020 12:24 pm
Forum: Assets (and other stuff)
Topic: How to import enemies that contain Zscript
Replies: 17
Views: 2298

Re: How to import enemies that contain Zscript

At this point, I have no clue what could be wrong here, sorry. Does this only happen with ZScript? Realm667's monsters come in both ZScript and DECORATE. (in the file named OLDCODE) I Havent tried the decorate files yet. Mainly because I dont know SLADE so idk how tf I convert it back into decorate ...
by BucketHoodie
Tue Apr 21, 2020 12:16 pm
Forum: Assets (and other stuff)
Topic: How to import enemies that contain Zscript
Replies: 17
Views: 2298

Re: How to import enemies that contain Zscript

Alright, when you are importing the monster files, do you have GZDoom Builder open in the background? Because if GZDoom Builder is open with the map also open, it won't update on the fly. It's important to close the map before doing anything in SLADE: https://imgur.com/B8aVwfl The same thing with ...
by BucketHoodie
Tue Apr 21, 2020 11:46 am
Forum: Assets (and other stuff)
Topic: How to import enemies that contain Zscript
Replies: 17
Views: 2298

Re: How to import enemies that contain Zscript

Jarewill wrote:
BucketHoodie wrote:I tried replacing the files, set the ednumber in MAPINFO, and it still doesnt work.
Might I ask what editor do you use for making the map and what program for importing the files?
I am Using SLADE3 for importing files into doom and GZDoom Builder for maps.
by BucketHoodie
Tue Apr 21, 2020 1:43 am
Forum: Assets (and other stuff)
Topic: How to import enemies that contain Zscript
Replies: 17
Views: 2298

Re: How to import enemies that contain Zscript

Theres supposed to be a Zscript file for the "Roach" enemy from the realm 667 bestiary. For me there was nothing Roach-related in the wad. I have also copied all files from the enemy and assigned a number in MAPINFO and it worked normally. Of course, the thing type had to be changed manually, as ...
by BucketHoodie
Tue Apr 21, 2020 1:09 am
Forum: Assets (and other stuff)
Topic: How to import enemies that contain Zscript
Replies: 17
Views: 2298

Re: How to import enemies that contain Zscript

Jarewill wrote:I don't see anything ZScript-related in your project.

Theres supposed to be a Zscript file for the "Roach" enemy from the realm 667 bestiary.
by BucketHoodie
Tue Apr 21, 2020 12:54 am
Forum: Assets (and other stuff)
Topic: How to import enemies that contain Zscript
Replies: 17
Views: 2298

Re: How to import enemies that contain Zscript

Matt wrote:Post your entire project, or a *very* specific step by step as to exactly what you're doing to try to import.
http://www.mediafire.com/file/s2icj8v8u ... H.wad/file
by BucketHoodie
Mon Apr 20, 2020 9:05 pm
Forum: Assets (and other stuff)
Topic: How to import enemies that contain Zscript
Replies: 17
Views: 2298

Re: How to import enemies that contain Zscript

Jarewill wrote:The importing process is mostly the same as with DECORATE, except instead of putting the DoomEd number in the ZScript itself, you have to put it in MAPINFO.
I tried inputting the tag and the class name of the monster but it didn't work, what could be a fix?
by BucketHoodie
Mon Apr 20, 2020 2:19 pm
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2008
Views: 667948

Re: Smooth Doom [UPDATE 9/25/19]

I would wanna know if there is a version of this that has doom 64 sprites and all but no gore mod? I would realy like to mount this with the Bolognese gore mod.

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