Hexen Graphics wad
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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.
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.
Hexen Graphics wad
When making a wad of the graphics, and sounds from Hexen would I need to include the SNDINFO.lmp from Hexen also?
no(thats the simple answer)
but, if u want the sounsd, u need a file like this:
$ifdoom
//The demon
DemonSight sbtsit5
DemonActive sbtsit5
DemonPain minact1
DemonAttack dematk2
DemonDeath sbtdth3
DemonMissileFire impfire2
DemonMissileExplode impact3
//All the other monsters
You also need ALL THE FRAMES for every pictures else, when u spanw it, it will crash ZDoom
but, if u want the sounsd, u need a file like this:
$ifdoom
//The demon
DemonSight sbtsit5
DemonActive sbtsit5
DemonPain minact1
DemonAttack dematk2
DemonDeath sbtdth3
DemonMissileFire impfire2
DemonMissileExplode impact3
//All the other monsters
You also need ALL THE FRAMES for every pictures else, when u spanw it, it will crash ZDoom
Ummmm, OK I'm pretty sure that is the SNDINFO.lmp that you are describing. Actually I'm possitive it is. The reason I even asked my original question is for several reasons. 1) I have Nigel's compatability fix wad. And I'm almost certain it has a sndinfo lump. 2) The ZDoom wad file has a sndinfo lump that defines all the sounds for; Doom/2, Heretic, and Hexen.
I just wanted to know if I needed to add the original sndinfo from the Hexen wad file.
I just wanted to know if I needed to add the original sndinfo from the Hexen wad file.
the sndinfo in zdoom.wad only applies to doom/2 and heretic, as Hexen already has its own sndinfo (and is in fact where the format originated). so, rather than reinvent the wheel, zdoom uses that sndinfo when running hexen (as it should). so the answer is, yes, if you want hexen stuff to have sound, you need that sndinfo. Of course you don't need everything in it if you're only bringing over a couple monsters and some weapons, just the specific stuff you want to put into another game. it's pretty well commented so you shouldn't have any problems grabbing the proper entries
Just note that, if you want Hexen or Heretic goodies in a DOOM map, you will need to put the sndinfo entries for those goodies below this header
$ifdoom
Most sndinfo entries, like definition of sound names, ambient sounds, etc, go ahead of this entry ('least that's the way I always see it done).
Here's an example sndinfo from a doom2-based map with some Heretic stuff and a Hexen piggie too:
Owl owl
Crickets crickets
Fly fly2
Ihate ihate
Elaugh elaugh
Arnold arnold
Boom2 boom2
Donut donut
Plasma plasma
Piano piano
Pay pay
YouLate youlate
Grind grind
TooBad toobad
Boing boingg
Thunder thunder
Welcome welcome
Hiss hiss
Splash splash
Move move
Hat hat
Door1 door1
Door2 door2
Fire fire
Wizsit wizsit
Water water
Vittles vittles
Wizdeath wizdeath
Guts guts
Help help
Gagging gagging
Horror horror
Letmeout letmeout
Ithurts ithurts
Hooves hooves
Dripping dripping
Hurt dsbrssit
Steam dshtsiz
DR1 DR1
DR2 DR2
DR3 DR3
DR4 DR4
$ambient 1 Owl point random 30.0 50.0 1.0
$ambient 2 Crickets point random 5.0 10.0 1.0
$ambient 3 Fly point random 5.0 10.0 1.0
$ambient 4 Fire point continuous 1.0
$ambient 5 Water point continuous 1.0
$ambient 6 Help point random 15.0 30.0 1.0
$ambient 7 Gagging point random 15.0 30.0 1.0
$ambient 8 Horror point random 15.0 30.0 1.0
$ambient 9 Letmeout point random 15.0 30.0 1.0
$ambient 10 Ithurts point random 15.0 30.0 1.0
$ambient 11 Dripping point random 1.0 3.0 1.0
$ambient 12 Steam point random 0.2 1.0 1.0
$ifdoom
world/watersplash dssplash
world/sludgegloop dsploosh
world/lavasizzle dslvsiz
world/drip dsdrip
world/hotsiz dshtsiz
chicken/sight chicpai
chicken/attack chicatk
chicken/peck1 chicpk1
chicken/peck2 chicpk2
chicken/peck3 chicpk3
chicken/pain chicpai
chicken/death chicdth
chicken/active chicact
$random chicken/peck { chicken/peck1 chicken/peck2 chicken/peck3 }
PigActive1 pigrunt1
PigActive2 squeal1
PigPain pigpain2
PigAttack bite4
PigDeath pigdth2
beast/sight bstsit
beast/attack bstatk
beast/pain bstpai
beast/death bstdth
beast/active bstact
minotaur/sight minsit
minotaur/melee stfhit
minotaur/attack1 minat1
minotaur/attack2 minat2
minotaur/attack3 minat3
minotaur/pain minpai
minotaur/death mindth
minotaur/active minact
minotaur/fx2hit phohit
minotaur/fx3hit phohit
head/attack3 hedat3
weapons/maceshoot lobsht
weapons/macebounce bounce
weapons/macehit lobhit
weapons/macestop pstop
weapons/maceexplode phohit
weapons/hornrodshoot hrnsht
weapons/hornrodhit hrnhit
weapons/hornrodpowshoot hrnpow
weapons/hornrodpowhit ramphit
weapons/phoenixshoot phosht
weapons/phoenixhit phohit
weapons/phoenixpowshoot phopow
world/podexplode podexp
world/podgrow newpod
misc/rain ramrain
$limit weapons/gauntletson 0
$limit weapons/gauntletshit 0
$limit weapons/gauntletspowhit 0
$limit weapons/gauntletsactivate 0
$limit weapons/gauntletsuse 0
$limit weapons/maceexplode 0
$limit weapons/phoenixhit 0
$limit weapons/phoenixpowshoot 1
$limit world/podexplode 0
$limit world/podgrow 0
$limit weapons/hornrodshoot 0
$limit weapons/hornrodhit 0
$limit weapons/maceshoot 0
$RANDOM BadGuyHurt {BGH1 BGH2 BGH3 BGH4}
BGH1 BGY1HIT
BGH2 BGY2HIT
BGH3 BGY3HIT
BGH4 BGY4HIT
$RANDOM BadGuyDie {BGD1 BGD2 BGD3 BGD4}
BGD1 BGY2DIE
BGD2 BGY3DIE
BGD3 BGY4DIE
BGD4 BGY5DIE
$RANDOM BadGuy1Taunt {BG1T1 BG1T2 BG1T3 BG1T4 NoSound NoSound NoSound NoSound}
BG1T1 C107
BG1T2 C108
BG1T3 C115
BG1T4 C117
$RANDOM DoctorDeath {DrDeath1 DrDeath2 DrDeath3 DrDeath4 NoSound NoSound NoSound NoSound}
DrDeath1 DR1
DrDeath2 DR2
DrDeath3 DR3
DrDeath4 DR4
$ifdoom
Most sndinfo entries, like definition of sound names, ambient sounds, etc, go ahead of this entry ('least that's the way I always see it done).
Here's an example sndinfo from a doom2-based map with some Heretic stuff and a Hexen piggie too:
Owl owl
Crickets crickets
Fly fly2
Ihate ihate
Elaugh elaugh
Arnold arnold
Boom2 boom2
Donut donut
Plasma plasma
Piano piano
Pay pay
YouLate youlate
Grind grind
TooBad toobad
Boing boingg
Thunder thunder
Welcome welcome
Hiss hiss
Splash splash
Move move
Hat hat
Door1 door1
Door2 door2
Fire fire
Wizsit wizsit
Water water
Vittles vittles
Wizdeath wizdeath
Guts guts
Help help
Gagging gagging
Horror horror
Letmeout letmeout
Ithurts ithurts
Hooves hooves
Dripping dripping
Hurt dsbrssit
Steam dshtsiz
DR1 DR1
DR2 DR2
DR3 DR3
DR4 DR4
$ambient 1 Owl point random 30.0 50.0 1.0
$ambient 2 Crickets point random 5.0 10.0 1.0
$ambient 3 Fly point random 5.0 10.0 1.0
$ambient 4 Fire point continuous 1.0
$ambient 5 Water point continuous 1.0
$ambient 6 Help point random 15.0 30.0 1.0
$ambient 7 Gagging point random 15.0 30.0 1.0
$ambient 8 Horror point random 15.0 30.0 1.0
$ambient 9 Letmeout point random 15.0 30.0 1.0
$ambient 10 Ithurts point random 15.0 30.0 1.0
$ambient 11 Dripping point random 1.0 3.0 1.0
$ambient 12 Steam point random 0.2 1.0 1.0
$ifdoom
world/watersplash dssplash
world/sludgegloop dsploosh
world/lavasizzle dslvsiz
world/drip dsdrip
world/hotsiz dshtsiz
chicken/sight chicpai
chicken/attack chicatk
chicken/peck1 chicpk1
chicken/peck2 chicpk2
chicken/peck3 chicpk3
chicken/pain chicpai
chicken/death chicdth
chicken/active chicact
$random chicken/peck { chicken/peck1 chicken/peck2 chicken/peck3 }
PigActive1 pigrunt1
PigActive2 squeal1
PigPain pigpain2
PigAttack bite4
PigDeath pigdth2
beast/sight bstsit
beast/attack bstatk
beast/pain bstpai
beast/death bstdth
beast/active bstact
minotaur/sight minsit
minotaur/melee stfhit
minotaur/attack1 minat1
minotaur/attack2 minat2
minotaur/attack3 minat3
minotaur/pain minpai
minotaur/death mindth
minotaur/active minact
minotaur/fx2hit phohit
minotaur/fx3hit phohit
head/attack3 hedat3
weapons/maceshoot lobsht
weapons/macebounce bounce
weapons/macehit lobhit
weapons/macestop pstop
weapons/maceexplode phohit
weapons/hornrodshoot hrnsht
weapons/hornrodhit hrnhit
weapons/hornrodpowshoot hrnpow
weapons/hornrodpowhit ramphit
weapons/phoenixshoot phosht
weapons/phoenixhit phohit
weapons/phoenixpowshoot phopow
world/podexplode podexp
world/podgrow newpod
misc/rain ramrain
$limit weapons/gauntletson 0
$limit weapons/gauntletshit 0
$limit weapons/gauntletspowhit 0
$limit weapons/gauntletsactivate 0
$limit weapons/gauntletsuse 0
$limit weapons/maceexplode 0
$limit weapons/phoenixhit 0
$limit weapons/phoenixpowshoot 1
$limit world/podexplode 0
$limit world/podgrow 0
$limit weapons/hornrodshoot 0
$limit weapons/hornrodhit 0
$limit weapons/maceshoot 0
$RANDOM BadGuyHurt {BGH1 BGH2 BGH3 BGH4}
BGH1 BGY1HIT
BGH2 BGY2HIT
BGH3 BGY3HIT
BGH4 BGY4HIT
$RANDOM BadGuyDie {BGD1 BGD2 BGD3 BGD4}
BGD1 BGY2DIE
BGD2 BGY3DIE
BGD3 BGY4DIE
BGD4 BGY5DIE
$RANDOM BadGuy1Taunt {BG1T1 BG1T2 BG1T3 BG1T4 NoSound NoSound NoSound NoSound}
BG1T1 C107
BG1T2 C108
BG1T3 C115
BG1T4 C117
$RANDOM DoctorDeath {DrDeath1 DrDeath2 DrDeath3 DrDeath4 NoSound NoSound NoSound NoSound}
DrDeath1 DR1
DrDeath2 DR2
DrDeath3 DR3
DrDeath4 DR4
$ifdoom actually isn't necessary, I assume it's there to specify that all the sounds defined below it should only be used in the doom game I have a current map with a couple hexen enemies and all I've done is copy/paste portions of the hexen.wad sndinfo and shoved them into my own sndinfo and everything works fine (without $ifdoom)
Presumably if the wad was meant for Doom, people wouldn't be loading it in Hexen at all. Duh.
The only reason for $ifdoom (and $ifheretic) in ZDoom's base SNDINFO is because it's being made to support both games. The top section handles stuff common to both games, and then each game gets a section. To avoid conflicts (and their are conflicts) between the two, the $if sections tell ZDoom to skip that section if it's loading the wrong game.
For the purposes of making a PWAD, they shouldn't be necessary at all.
The only reason for $ifdoom (and $ifheretic) in ZDoom's base SNDINFO is because it's being made to support both games. The top section handles stuff common to both games, and then each game gets a section. To avoid conflicts (and their are conflicts) between the two, the $if sections tell ZDoom to skip that section if it's loading the wrong game.
For the purposes of making a PWAD, they shouldn't be necessary at all.