Z-QUAKE: Doom TC of the Original Quake (RESOURCES UPDATE!)
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: Z-QUAKE Doom TC of the Original Quake (WEPS/ENEMIES DONE!)
Yep, that was it. I changed the color settings in the GZDoom texture menu, and voila... Although, I still can't build GZDoom-ready levels withing Doom Builder 2... and I'm not changing my level editor to one for which I have no experience for just one feature (which is not necessarily necessary).
- XutaWoo
- Posts: 4005
- Joined: Sat Dec 30, 2006 4:25 pm
- Location: beautiful hills of those who are friends
- Contact:
Re: Z-QUAKE Doom TC of the Original Quake (WEPS/ENEMIES DONE!)
I'm pretty sure Doom Builder 2 has [wiki]Sector_Set3dFloor[/wiki] in all of it's ZDoom configs, though.
Re: Z-QUAKE Doom TC of the Original Quake (WEPS/ENEMIES DONE!)
How exactly would I use that, though? What do I do? Is all of the work done in DB2? I'm actually curious because I figured it wasn't possible, but if I can, great.
So the 3D floor thing means I can have rooms above rooms and such (or at least give the illusion of it), or am I confusing this w/ something else?
P.S.: I opened the AEoD .pk3 file (in SLumpEd), but I can't find the DECORATEs! Where are they located?
So the 3D floor thing means I can have rooms above rooms and such (or at least give the illusion of it), or am I confusing this w/ something else?
P.S.: I opened the AEoD .pk3 file (in SLumpEd), but I can't find the DECORATEs! Where are they located?
- Shadelight
- Posts: 5113
- Joined: Fri May 20, 2005 11:16 am
- Location: Labrynna
Re: Z-QUAKE Doom TC of the Original Quake (WEPS/ENEMIES DONE!)
I don't think it has it by default.XutaWoo wrote:I'm pretty sure Doom Builder 2 has [wiki]Sector_Set3dFloor[/wiki] in all of it's ZDoom configs, though.
- XutaWoo
- Posts: 4005
- Joined: Sat Dec 30, 2006 4:25 pm
- Location: beautiful hills of those who are friends
- Contact:
Re: Z-QUAKE Doom TC of the Original Quake (WEPS/ENEMIES DONE!)
ZDoom (Doom in Hexen) and ZDoom (Doom UDMF) do have it, actually.
Re: Z-QUAKE Doom TC of the Original Quake (WEPS/ENEMIES DONE!)
Well, great. I'm already using ZDoom (Doom in Hexen), anyway. So... how do i do it? Is the work for this done only in DB2, or does it involve code?
- XutaWoo
- Posts: 4005
- Joined: Sat Dec 30, 2006 4:25 pm
- Location: beautiful hills of those who are friends
- Contact:
Re: Z-QUAKE Doom TC of the Original Quake (WEPS/ENEMIES DONE!)
Line Special 160.
Make a dummy sector with the top height as the ceiling height, the bottom height as the floor height, the top texture as the ceiling texture, the bottom texture as the floor texture, and the light below the 3D floor as the sector's light level.
Then, give the sector you want the floor over a tag and then give one of the dummy sector's linedefs the special along with the middle texture you want the sides of the floor to have.
Make a dummy sector with the top height as the ceiling height, the bottom height as the floor height, the top texture as the ceiling texture, the bottom texture as the floor texture, and the light below the 3D floor as the sector's light level.
Then, give the sector you want the floor over a tag and then give one of the dummy sector's linedefs the special along with the middle texture you want the sides of the floor to have.
Re: Z-QUAKE Doom TC of the Original Quake (WEPS/ENEMIES DONE!)
You have already been given this link:Blade3327 wrote:How exactly would I use that, though?
http://zdoom.org/wiki/Sector_Set3dFloor
And this WAD may help:
http://www.zen64060.zen.co.uk/examples/3d_floor.zip
It contains a few 3D floor examples. Scripts are used to manipulate the floors (colouring them and moving them) but scripts are not required to make them.
Re: Z-QUAKE Doom TC of the Original Quake (WEPS/ENEMIES DONE!)
That is actually pretty friggin' cool! I don't need to make moving or colored 3D floors. They'll just stay there, for the player to walk on.
Let me see if I get this, based on what you guys've said:
I create a dummy sector.
The height of this sector becomes the thickness of the 3D floor.
The ceiling becomes the top of the 3D floor.
The floor becomes the underside of the 3D floor.
The walls become teh sides of the 3D floor.
In other words, the textures are sort of "flipped inside-out" so that they're visible on the outside?
That's genius... and if there's no coding required for non-moving 3D floors, then hallelujah. I'm doin' this
.
______________________________________________________________________________________________________________________________________
EDIT:
Wait a sec. The wiki doesn't explain this. Can I create multiple sectors as part of the 3D floor? As in, a 3D floor composed of multiple sectors? I mean, let's say I wanted a 3D floor with borders on the edges. These borders would be new sectors of course. How could I do that?
Do I apply the Sector_Set3dFloor to every sector involved, or to the outermost one?
______________________________________________________________________________________________________________________________________
EDIT:
I did it! Sweet, now my Quake TC's gonna be total Quake. Heh, heh.
Let me see if I get this, based on what you guys've said:
I create a dummy sector.
The height of this sector becomes the thickness of the 3D floor.
The ceiling becomes the top of the 3D floor.
The floor becomes the underside of the 3D floor.
The walls become teh sides of the 3D floor.
In other words, the textures are sort of "flipped inside-out" so that they're visible on the outside?
That's genius... and if there's no coding required for non-moving 3D floors, then hallelujah. I'm doin' this

______________________________________________________________________________________________________________________________________
EDIT:
Wait a sec. The wiki doesn't explain this. Can I create multiple sectors as part of the 3D floor? As in, a 3D floor composed of multiple sectors? I mean, let's say I wanted a 3D floor with borders on the edges. These borders would be new sectors of course. How could I do that?
Do I apply the Sector_Set3dFloor to every sector involved, or to the outermost one?
______________________________________________________________________________________________________________________________________
EDIT:
I did it! Sweet, now my Quake TC's gonna be total Quake. Heh, heh.
- ProjectAngel
- Posts: 302
- Joined: Wed Feb 18, 2009 12:05 am
Re: Z-QUAKE Doom TC of the Original Quake (WEPS/ENEMIES DONE!)
If you're talking about DECORATES for the enemies, they're located in the AEoDdat.pk3 file.Blade3327 wrote:How exactly would I use that, though? What do I do? Is all of the work done in DB2? I'm actually curious because I figured it wasn't possible, but if I can, great.
So the 3D floor thing means I can have rooms above rooms and such (or at least give the illusion of it), or am I confusing this w/ something else?
P.S.: I opened the AEoD .pk3 file (in SLumpEd), but I can't find the DECORATEs! Where are they located?
Re: Z-QUAKE Doom TC of the Original Quake (WEPS/ENEMIES DONE!)
Yes, by default, but there are options. Normally the walls become whatever the main wall of the 3D floor line is. However, if you need different sides of the 3D floor to have different textures, you can use flags 16 or 32 then the walls of the 3D floor will use the upper or lower (respectively) side textures of the containing sector on the walls instead. Very useful.Blade3327 wrote:The walls become teh sides of the 3D floor.

It is isn't it. I was amazed at how simple and yet how effective they were when I started using them. You can get the hang of how to use them in a matter of minutes - much easier to learn than something like transfer heights IMO.Blade3327 wrote:That's genius... and if there's no coding required for non-moving 3D floors, then hallelujah. I'm doin' this.
Re: Z-QUAKE Doom TC of the Original Quake (WEPS/ENEMIES DONE!)
@ProjectAngel: Where is that AEoDDat.pk3? I downloaded AEoD from the thread, but it just downloaded AEoD.pk3! No DECORATEs, no nothing! It's just sprites, so it obvously doesn't work. Where would I get the AEoDDat.pk3 from?
@Enjay: Yeah. Thanks, for the extra tips!
@Everyone: MAJOR progress. Remember how I said the resources were done? Well to everyone who mentioned they had a gut-feeling that more could be done to maximize the Quake TC experience, I felt it too. I figured, "Huh. I know so much more about DECRTAE, so why not take care of all the little things?"
And I did.
Now the weapons, pickups, and powerups spin! The Nailgun has a new idle position, so one barrel is no longer sticking out when you're not firing. The health pickups are now animated with the LEDs and lights found on the actual health pickups in the Quake itself.
Plus, there are now two different explosive barrels available for the mapping!
All I need is that code for the Demon pouncing, and this project will become an honest-to-goodness Quake experience!
@Enjay: Yeah. Thanks, for the extra tips!
@Everyone: MAJOR progress. Remember how I said the resources were done? Well to everyone who mentioned they had a gut-feeling that more could be done to maximize the Quake TC experience, I felt it too. I figured, "Huh. I know so much more about DECRTAE, so why not take care of all the little things?"
And I did.
Now the weapons, pickups, and powerups spin! The Nailgun has a new idle position, so one barrel is no longer sticking out when you're not firing. The health pickups are now animated with the LEDs and lights found on the actual health pickups in the Quake itself.
Plus, there are now two different explosive barrels available for the mapping!
All I need is that code for the Demon pouncing, and this project will become an honest-to-goodness Quake experience!
-
- Posts: 3975
- Joined: Fri Jul 06, 2007 9:16 am
Re: Z-QUAKE Doom TC of the Original Quake (WEPS/ENEMIES DONE!)
Have a look at the Blot/Rottweiler/Loaper/MaulerDemon on the Beastiery for various ways to do this...All I need is that code for the Demon pouncing,
Re: Z-QUAKE Doom TC of the Original Quake (WEPS/ENEMIES DONE!)
There we go... The Fiend can pounce! I've put in the sound and made the necessary adjustments so that the code from AEoD fits my code.
I've resized all I needed to resize, added some extra sound effects to the zombie, edited some stuff here and there. I'm pretty much done. Awesome. It's mapping time and now that I can create 3D floors, I can finally put that gut-feeling to bed. Sigh...
I've resized all I needed to resize, added some extra sound effects to the zombie, edited some stuff here and there. I'm pretty much done. Awesome. It's mapping time and now that I can create 3D floors, I can finally put that gut-feeling to bed. Sigh...
- ProjectAngel
- Posts: 302
- Joined: Wed Feb 18, 2009 12:05 am
Re: Z-QUAKE Doom TC of the Original Quake (WEPS/ENEMIES DONE!)
From the same thread. Lemme look for the exact link...Blade3327 wrote:@ProjectAngel: Where is that AEoDDat.pk3? I downloaded AEoD from the thread, but it just downloaded AEoD.pk3! No DECORATEs, no nothing! It's just sprites, so it obvously doesn't work. Where would I get the AEoDDat.pk3 from?
@Enjay: Yeah. Thanks, for the extra tips!
@Everyone: MAJOR progress. Remember how I said the resources were done? Well to everyone who mentioned they had a gut-feeling that more could be done to maximize the Quake TC experience, I felt it too. I figured, "Huh. I know so much more about DECRTAE, so why not take care of all the little things?"
And I did.
Now the weapons, pickups, and powerups spin! The Nailgun has a new idle position, so one barrel is no longer sticking out when you're not firing. The health pickups are now animated with the LEDs and lights found on the actual health pickups in the Quake itself.
Plus, there are now two different explosive barrels available for the mapping!
All I need is that code for the Demon pouncing, and this project will become an honest-to-goodness Quake experience!
EDIT:Here is the link.