Adding things to Doombuilder
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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.
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Blue Shadow
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Re: Adding things to Doombuilder
The Decorate entry doesn't show on the list if you're using the doom-format, thus the custom actors you load won't show. You still can use those actors in that map format, though.
If your map is in doom-format and you want it to be in hexen-format, then it's recommended to use a map converter instead. One converter you can try is this.
If your map is in doom-format and you want it to be in hexen-format, then it's recommended to use a map converter instead. One converter you can try is this.
- cq75
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Re: Adding things to Doombuilder
Instead of using a map converter, just open two instances of doombuilder;
one of them has the map you want to convert opened, and in the other one, create a new map in the format you want to convert to. Select the entire map you want to convert, including things, and copy/paste it into the other instance.
It is likely that your linedef actions will need to be redone, but everything else should be intact. UDMF and Hexen format both have many more features than Doom, I recommend UDMF.
one of them has the map you want to convert opened, and in the other one, create a new map in the format you want to convert to. Select the entire map you want to convert, including things, and copy/paste it into the other instance.
It is likely that your linedef actions will need to be redone, but everything else should be intact. UDMF and Hexen format both have many more features than Doom, I recommend UDMF.
- NeuralStunner
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Re: Adding things to Doombuilder
Terrible advice. This will usually crash DB2. There are utilities specifically for converting Doom format maps to newer formats:cq75 wrote:[Explanation of using copy-paste across DB2 instances]
[wiki=ZWADCONV]ZWadConv[/wiki] turns a Doom ormat map into a Hexen format one.
[wiki]UDMFConvert[/wiki] turns a binary (Doom/Hexen format) map into a UDMF one.
Re: Adding things to Doombuilder
Whats the Major difference between Hexen and UDMF? what one is better to use, lol.
- cq75
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Re: Adding things to Doombuilder
I've done it over 20 times, and I have never crashed Doombuilder [2] once, even when I was converting Legacy and Doom maps to zdoom/Skulltag in UDMF, and even if the map was large and extremely detailed. I have also never found any adverse side effects within the maps, other than having to change some linedef actions, but that's to be expected. Those programs you've mentioned, by contrast, fail to work without explanation, and are much less convenient to use.NeuralStunner wrote:Terrible advice. This will usually crash DB2. There are utilities specifically for converting Doom format maps to newer formats:cq75 wrote:[Explanation of using copy-paste across DB2 instances]
[wiki=ZWADCONV]ZWadConv[/wiki] turns a Doom ormat map into a Hexen format one.
[wiki]UDMFConvert[/wiki] turns a binary (Doom/Hexen format) map into a UDMF one.
UDMF has a lot more options you can choose; the feature I use most frequently is the ability to assign walkable midtexture and transparency without using linedef actions, and the ability to align floor and ceiling textures using sector properties. You can also specify the brightness of floor and ceilings, if for example you had a light that could not reach the ceiling of a given room.
- NeuralStunner
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Re: Adding things to Doombuilder
I'm just passing along something stated numerous times by community seniors (like Gez), and the crashy eperiences of myself and several others.
Re: Adding things to Doombuilder
Yeah seriously, copy/pasting is clunky, there proper tools written to do the job efficiently.
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disposable_username2
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Re: Adding things to Doombuilder
Heh. And when using proper converters, it's NOT to be expected. If you want to suffer, then please, copy-paste all you want.cq75 wrote:I've done it over 20 times, and I have never crashed Doombuilder [2] once, even when I was converting Legacy and Doom maps to zdoom/Skulltag in UDMF, and even if the map was large and extremely detailed. I have also never found any adverse side effects within the maps, other than having to change some linedef actions, but that's to be expected.
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disposable_username2
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Re: Adding things to Doombuilder
Got an example map which UDMFConvert fails to convert?cq75 wrote: Those programs you've mentioned, by contrast, fail to work without explanation,
And fixing up the linedef types is convenient? Or you still haven't learned how to use command-line programs? cmd.exe is undoubtely a piece of junk (no tab completion) but this doesn't mean that better tools don't exist.cq75 wrote: and are much less convenient to use.
Re: Adding things to Doombuilder
I tried both Methods here, and cq75's Is the easiest and fastest. By the time i get the proper names and commands for the dos utilities, I've converted my map and fixed the errors with his method. Also got my custom key to work too!
- cq75
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Re: Adding things to Doombuilder
1. Enter sector modeNash wrote:Yeah seriously, copy/pasting is clunky, there proper tools written to do the job efficiently.
2. Zoom out
3. Select the entire map by dragging a box around it
4. Enter things mode
5. Select the entire map again, the same way
6. Hit E
7. Hit Ctrl-C
8. Hit Ctrl-V
9. Fix Linedef actions as necessary
I can't beat that in speed with those tools
I've used one of those; it still required me to fix up the linedef actions, just as if I copy/pasted it from DB. Since I generally convert maps from Legacy, I doubt either of these configs would be able to find conversions.disposable_username2 wrote:Heh. And when using proper converters, it's NOT to be expected. If you want to suffer, then please, copy-paste all you want.cq75 wrote:I've done it over 20 times, and I have never crashed Doombuilder [2] once, even when I was converting Legacy and Doom maps to zdoom/Skulltag in UDMF, and even if the map was large and extremely detailed. I have also never found any adverse side effects within the maps, other than having to change some linedef actions, but that's to be expected.
Even if it was capable of converting linedef actions automatically, I am also converting from one IWAD to another, so there is good reason for me to be looking through the map anyway, to spot texture problems.
I didn't hold on to it, I used DoomBulder 2 after that and never used those tools again.disposable_username2 wrote:Got an example map which UDMFConvert fails to convert?cq75 wrote: Those programs you've mentioned, by contrast, fail to work without explanation,
Better tools... in the time it takes me to type out the command line parameters, copy the files into the directory, and make a new wad file, and put the map information in the wad, I could have copy/pasted, saved, and converted the map. I could automate it and make a batch file, but even then, I would have a difficult time making it faster.And fixing up the linedef types is convenient? Or you still haven't learned how to use command-line programs? cmd.exe is undoubtely a piece of junk (no tab completion) but this doesn't mean that better tools don't exist.
