SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)

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rush6432
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Re: SLADE v3.0.2 final Released

Post by rush6432 »

Jaguar format doesnt seem to work. hangs/crashes (program stops responding) when attempting to open the wad file...
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JPL
 
 
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Re: SLADE v3.0.2 final Released

Post by JPL »

Good to see steady progress. Every week or so I get latest, compile and try to do some real map editing. Just in case it helps with prioritizing, here's a ranked list of the not-yet-implemented features that I think keep Slade3 from being fairly usable for mapping:

1. Undo for map editing operations
2. "Insert New Thing" in right-click menu (in Thing editing mode)
3. Cut/Copy/Paste/Duplicate of Things
4. Cut/Copy/Paste/Duplicate of Sectors

(Obviously there are various bugs, but you'll probably get better data on these if you have all the core features in place that allow people to do real work in the application.)

As always, keep kicking ass.
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sirjuddington
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Re: SLADE v3.0.2 final Released

Post by sirjuddington »

Yeah, I've been attempting some real mapping with it too, and have sorely missed those features :P Currently I'm working on getting an undo/redo system up and running (for the resource and map editor)
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mizzouSCN
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Re: SLADE v3.0.2 final Released

Post by mizzouSCN »

I'm trying to package a map into the Brutal Doom .pk3 to make it easier for the user - however, when I open up my MAP01 in SLADE3 and copy-paste the files into brutal_doom.pk3, the MAP01 marker gives the error "Error loading entry: Invalid map" and zdoom hangs on startup with the error message "MAP01 "Things" not found."

Any advice? It seems to work okay when I import the map .wad into The New Chex Quest 2.wad, but not when I try to package it with Brutal Doom. The map works fine if I keep them unpackaged, so it's not like it's utterly incompatible with brutal doom for some reason...
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Enjay
 
 
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Re: SLADE v3.0.2 final Released

Post by Enjay »

By the sound of it you are not importing the whole map, just the header/marker.

If you look at the entries for a map in SLADE, you will see that a map is actually made up of a number of lumps (in traditional Doom mode this is the map header/marker (an empty lump called map01, map02 etc) and 10 other lumps).

Some editing tools hide the fact that a map is actually a collection of lumps and only shows you the map name. If you move the map around in such a lump editor, you are actually moving all the map lumps around. However, if you are using an editor that allows you to move the various map lumps separately, you will need to make sure that you are moving all the lumps associated with the map and not just the header/marker.

[wiki]Map_format[/wiki]
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Kappes Buur
 
 
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Re: SLADE v3.0.2 final Released

Post by Kappes Buur »

mizzouSCN wrote:..... Any advice? It seems to work okay when I import the map .wad into .....
Without anything specific, how are we supposed to help you solve your problem. All we can do is guess what you might have done.

Just to expand on Enjay's post. This is what he is talking about :

Image

All these lumps form the map namespace, in that specific order. No other lumps may be inserted, or the map will not load properly.
Other lumps, as in resource lumps, may be added ahead of this block or after.

The other thing, of course would be, that you may not merge maps of different formats, like in merging a UDMF format map into a Hexen format map. I was corrected about that by Gez, see 3 posts down.
Last edited by Kappes Buur on Mon Sep 10, 2012 11:52 pm, edited 2 times in total.
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mizzouSCN
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Re: SLADE v3.0.2 final Released

Post by mizzouSCN »

Kappes Buur wrote:
mizzouSCN wrote:..... Any advice? It seems to work okay when I import the map .wad into .....
Without anything specific, how are we supposed to help you solve your problem. All we can do is guess what you might have done.
Sorry. Let me elaborate. I built the map in Doombuilder 2. Next, I open up the map in SLADE3 (open, not import. I'm not clear on the distinction between the two, except that "opening" shows you all these lumps whereas "importing" just brings in a single .wad entry.)

Image
All the lumps seem to be there, and selecting the map marker displays the minimap.

Image
In SLADE3, I copy-paste them all into brutal.pk3...

Image
Selecting the map marker yields this error. Attempting to run the resulting .pk3 causes a hang on startup "MAP01 'Things' not found".

It works fine when I copy-paste the lumps like this into other .pk3s (i.e. New Chex Quest), so I'm guessing I'm either doing something wrong or there's something particular about the Brutal Doom structure that makes it mad when you try to pack map data into it...
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mizzouSCN
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Re: SLADE v3.0.2 final Released

Post by mizzouSCN »

Kappes Buur wrote: The other thing, of course would be, that you may not merge maps of different formats, like in merging a UDMF format map into a Hexen format map.
Ohhh, that might be just the thing, actually. New Chex Quest is just built on Doom 2, maybe, whereas Brutal Doom might be specifically zDoom format? The map was built in Doombuilder 2 with configuration "Doom2". I guess I ought to try the zDoom configurations. But even so, why does it work okay when I drag-n-drop the map and the mod, but it's not okay when I try to pack them together with SLADE?

Sorry about these nooblord questions. I'm just having trouble with the formatting for everything.

e: saving the map wad with configuration "zDoom (Doom in Doom format)" didn't seem to fix it.
Gez
 
 
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Re: SLADE v3.0.2 final Released

Post by Gez »

No, ZDoom wouldn't have any problem with a mod that contains a mix of maps in any format it supports.

No, the problem here comes from a simpler, but subtler issue: pasting from a wad into a [wiki]PK3[/wiki].

ZDoom wants maps in a PK3 to be contained in a small WAD (that only contains the map lumps) which itself is placed within the PK3's /maps/ folder.
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mizzouSCN
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Re: SLADE v3.0.2 final Released

Post by mizzouSCN »

Gez wrote:No, ZDoom wouldn't have any problem with a mod that contains a mix of maps in any format it supports.

No, the problem here comes from a simpler, but subtler issue: pasting from a wad into a [wiki]PK3[/wiki].

ZDoom wants maps in a PK3 to be contained in a small WAD (that only contains the map lumps) which itself is placed within the PK3's /maps/ folder.
Aha, yes, that did it. I told you I didn't understand the difference between importing and pasting! :oops: I was just trying to imitate what I'd seen used in New Chex Quest's file structure...

Thank you very much!
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Enjay
 
 
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Re: SLADE v3.0.2 final Released

Post by Enjay »

I can't believe that I forgot how that feature of PK3s work. If I'd actually being doing it myself, I'm sure that I wouldn't have made that mistake. :oops:

Good catch Gez.
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NeuralStunner
 
 
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Re: SLADE v3.0.2 final Released

Post by NeuralStunner »

Downloaded r1360 today. It's now generating a "full.cfg" in whatever directory is active on start. (I.E. Wherever the mod file is that I'm opening.) Yeurgh.
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sirjuddington
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Re: SLADE v3.0.2 final Released

Post by sirjuddington »

That's just left over from when i was implementing/debugging the new game configuration stuff.

It's not a release build for a reason :P
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Boingo_the_Clown
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Re: SLADE v3.0.2 final Released

Post by Boingo_the_Clown »

I have only recently started using Slade 3, since switching to Windows 7, and I have run into a problem.

When I was using XWE in Windows XP to make high res textures, there was a flag I could set that told the game to scale the offsets specified by the map editor along with the scaling of the texture itself. For example, if I made a texture that was twice the resolution of a regular textre (i.e. 256 x 256 scaled to 128 x 128) I could set the flag and an offset of 1 in the editor would offset the high res texture by 2. That way if I replaced an existing normal res texture with a high res texture, I would not be forced to go back and re-edit all the offsets in my maps.

I can not find this flag in Slade 3. This is a problem because I am redoing a bunch of textures in a project with high res versions, and without this flag I will be forced to change hundreds upon hundred of offsets in 30 different levels.

If Slade 3 can set this flag, please tell me. If not, can this be fixed in the next version?
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Medricel
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Re: SLADE v3.0.2 final Released

Post by Medricel »

What method are you using to define the textures? TEXTUREx lumps, or the newer [wiki]TEXTURES[/wiki] format?
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