Converting DeHachEd files to Decorate

Archive of the old editing forum
Forum rules
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.
Locked
User avatar
Alice Jameson
Posts: 133
Joined: Fri Jun 19, 2009 11:45 am
Location: Minnesota

Converting DeHachEd files to Decorate

Post by Alice Jameson »

Is there a good way to convert or translate dehacked files to decorate? It would be very helpful for this project I was thinking of working on.
User avatar
Enjay
 
 
Posts: 27085
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Converting DeHachEd files to Decorate

Post by Enjay »

I am not aware of any quick way to do it but I have done it manually myself a few times and with quite extensive patches too. It doesn't take too long and it gives you the opportunity to think about the actors anew and possibly recreate them in a better, more inventive, more satisfying way than they were in the DEH patch.
User avatar
Xtyfe
Posts: 1490
Joined: Fri Dec 14, 2007 6:29 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: Converting DeHachEd files to Decorate

Post by Xtyfe »

Dehacked is simple compared to decorate. If you know decorate you can replicate dehacked with ease.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Converting DeHachEd files to Decorate

Post by Graf Zahl »

Dehacked may be simple but it's also very messy because the end result might look like total chaos.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Converting DeHachEd files to Decorate

Post by Gez »

I once made ZDoom output the states and actors modified in Dehacked as DECORATE format. Problem is that while doing so, I apparently broke something in the dehacked system because in-game the dehacked actors were no longer behaving as before. So there was no way I could actually trust the code that it had outputted, given that it was generated from erroneous interpretations.

It's something I might revisit someday, but to be honest, probably not.


Also, dehacked is not simple at all. It's a mess of cross-referencing numbers and stuff spread all over the place with no easy way to connect each part of a same object together. I mean, something like SUPRWEPN.DEH is pretty simple if all it does is change the length of a few states, but look at the dehacked in Harmony or Batman Doom and tell me if it is simple for you to recreate the modified actors in DECORATE.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Re: Converting DeHachEd files to Decorate

Post by TheDarkArchon »

Xtyfe wrote:Dehacked is simple compared to decorate. If you know decorate you can replicate dehacked with ease.
What? DeHackEd is a LOT more difficult to learn than DECORATE due to sheer amount of prerequisite and specific knowledge you need to do anything in DeHackEd. And good luck editing DeHackEd files outside DeHackEd/WhackED since doing so would require you to have, at a minimum, the things and sprites tables committed to memory.
User avatar
scalliano
Posts: 2867
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: Converting DeHachEd files to Decorate

Post by scalliano »

I remember for the Shuffle I recreated the DEHACKED behaviour of the Haymaker (that maulotaur boss from UAC Ultra) in DECORATE. That said, it was a pretty straightforward actor and I still don't fully understand how DEHACKED actually works. I just spotted the FatAttack entries and worked backwards from there. To be honest, though, your best bet is probably to just study how the actors behave in practice and interpret the DECORATE file accordingly.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Converting DeHachEd files to Decorate

Post by Gez »

ZDoom's dehsupp.txt file is a handy reference sheet.
User avatar
Xtyfe
Posts: 1490
Joined: Fri Dec 14, 2007 6:29 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: Converting DeHachEd files to Decorate

Post by Xtyfe »

TheDarkArchon wrote:
Xtyfe wrote:Dehacked is simple compared to decorate. If you know decorate you can replicate dehacked with ease.
What? DeHackEd is a LOT more difficult to learn than DECORATE due to sheer amount of prerequisite and specific knowledge you need to do anything in DeHackEd. And good luck editing DeHackEd files outside DeHackEd/WhackED since doing so would require you to have, at a minimum, the things and sprites tables committed to memory.
Well, yes i would agree editing dehacked in a text editor would be more difficult :shock:
User avatar
printz
Posts: 2649
Joined: Thu Oct 26, 2006 12:08 pm
Location: Bucharest, Romania
Contact:

Re: Converting DeHachEd files to Decorate

Post by printz »

Gez wrote: Also, dehacked is not simple at all. It's a mess of cross-referencing numbers and stuff spread all over the place with no easy way to connect each part of a same object together. I mean, something like SUPRWEPN.DEH is pretty simple if all it does is change the length of a few states, but look at the dehacked in Harmony or Batman Doom and tell me if it is simple for you to recreate the modified actors in DECORATE.
It's a piece of cake if you can open the DEH file in Dehacked or Whacked2.
User avatar
Enjay
 
 
Posts: 27085
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Converting DeHachEd files to Decorate

Post by Enjay »

Yeah, the program itself is reasonably straight forward - especially if you are creating a patch. However, working backwards is much less straight forward. Even of you have the file open in DeHacked, flipping back and forth between things and frames and so on to unravel the changes that may have been made by an author trying to pull spare frames from all over the frame table to link them together can be quite time consuming.

When converting to DECORATE, I have found it more useful to think about what I want something to do and recreate it from scratch. However, if I want an attack state or something to be the same as in a DEH patch, I will step through it frame-by-frame to ensure that I know the exact duration (etc) required for the frames. However, usually as I do so I find little areas where a frame could do with being a bit longer, or a sound could be played at a slightly different place or where I could just do something better because of the additional flexibility of DECORATE and so on.
Locked

Return to “Editing (Archive)”