Raw UDMF for custom game

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Re: Raw UDMF for custom game

Postby wrkq » Tue Mar 05, 2019 3:57 pm

gutterpunk wrote:I tried throwing stuff in a /config folder, I guess I should've tried /slade/config instead...


So, I have went for the source.
https://github.com/sirjuddington/SLADE/ ... r.cpp#L119

Turns out, what you can do is to extract slade.pk3 into a "res" subfolder next to the Slade3 executable. (even if you don't run portable-mode - that flag affects only location of user settings).
As long as that "res" folder exists, slade.pk3 is completely ignored (you could even delete it) - "res" must contain all files needed for the app to run.
Start with full extracted pk3 and just edit the engine-definition files inside.

Good luck!
wrkq
 
Joined: 02 Apr 2016

Re: Raw UDMF for custom game

Postby gutterpunk » Tue Mar 12, 2019 10:50 pm

Wow, you are a Slade resource, thanks!

It's working now simply by having a /config/games folder in the Slade directory, after I've set Slade to be "portable". The thing is though that everything (line, sectors, thing) must be in the same cfg file, the #include directive do not seem to work at all, nor can I reference anything in the pk3 (which I don't need, but still). But it's working and it's clean: No strange specials from all the other Slade supported games anywhere in the UI, and I have free reign on all the values.

I'll try the /res trick, it might give me more flexibility.

Anyway, here is a screenshot of the result in Unity. I do *not* manually edit the prefab that gets created from the UDMF data, this is what it looks like directly coming from Slade:

2019-03-12 23_42_07-Unity 2018.2.11f1 Personal (64bit) - GameScene.unity - Avery3D - PC, Mac & Linux.png


The map is "ready to use", I also generate an aabb octree and the AI movement graph automatically.
gutterpunk
 
Joined: 23 Dec 2017

Re: Raw UDMF for custom game

Postby wrkq » Wed Mar 13, 2019 7:11 pm

Well I'll be damned... time to pop the champagne open! :)
wrkq
 
Joined: 02 Apr 2016

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