Ok... It worked... More or less... I tryed to create a Greyscaled Palette with the addition of red for blood, modifying Doom original palette (exported in .png, modified and re-imported)... but now everything look like if I took LSD... what went wrong?PermaNoob wrote: You can use SLADE to import an image as a palette, or you'll have to use inkworks, which is... eugh. If using SLADE, the image has to be 16x16 and each pixel represents one palette value.
The "How do I..." Thread
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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.
- SoloSpaghetti
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Re: The "How do I..." Thread
Re: The "How do I..." Thread
Picture needs to be square, but the dimensions can be any multiple of 16. Like 256x256 is possible.PermaNoob wrote:If using SLADE, the image has to be 16x16 and each pixel represents one palette value.
It can also import Photoshop, PaintShop Pro, or Gimp palettes.
Also you can directly edit an existing palette.
http://www.doomworld.com/vb/doom-editin ... -in-slade/
- RiboNucleic Asshat
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Re: The "How do I..." Thread
Ah, right, I forgot about that. It's been a while since I've done any modding so I'm kind of rusty.
Are you sure it imported correctly? Check the final palette in the WAD, or just edit it directly like Gez said.SoloSpaghetti wrote:Ok... It worked... More or less... I tryed to create a Greyscaled Palette with the addition of red for blood, modifying Doom original palette (exported in .png, modified and re-imported)... but now everything look like if I took LSD... what went wrong?
- rollingcrow
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Re: The "How do I..." Thread
This is more of a "what if" question since I currently can't test it, but if a monster has a damage factor of 2.0 to a damage type, will the same monster wearing armor with a damage factor of 0.5 to that type take 1.0x or 0.5x the damage?
- SoloSpaghetti
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Re: The "How do I..." Thread
I can't edit by myself because the latest dev build of Slade doesn't want to work on my pc (windows 8.1, 64 bit..)...
And it doesn't still work... I was thinking.. Is it ok if I associate the same grey to different colors?
And it doesn't still work... I was thinking.. Is it ok if I associate the same grey to different colors?
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Re: The "How do I..." Thread
I have the same OS as you, SLADE runs fine (you're probably missing the runtime libraries). Although, I'm currently using beta 5 (I haven't updated to beta 6 just yet), and not the development build, which is very old.SoloSpaghetti wrote:I can't edit by myself because the latest dev build of Slade doesn't want to work on my pc (windows 8.1, 64 bit..)...
- phantombeta
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Re: The "How do I..." Thread
IIRC it would be Damage * 2.0 / 2, which would be the damage it would take if it didn't have the damage type.Se7eNytes wrote:This is more of a "what if" question since I currently can't test it, but if a monster has a damage factor of 2.0 to a damage type, will the same monster wearing armor with a damage factor of 0.5 to that type take 1.0x or 0.5x the damage?
- SoloSpaghetti
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Re: The "How do I..." Thread
It was a matter of C++ compiler outdated... now it works. And I succesfully created my new palette! Many thanks to all!Blue Shadow wrote:I have the same OS as you, SLADE runs fine (you're probably missing the runtime libraries). Although, I'm currently using beta 5 (I haven't updated to beta 6 just yet), and not the development build, which is very old.SoloSpaghetti wrote:I can't edit by myself because the latest dev build of Slade doesn't want to work on my pc (windows 8.1, 64 bit..)...

- SoloSpaghetti
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Re: The "How do I..." Thread
As far as I descend into the code more and more questions jump up to my mind... for example... How can I make a gun wich randomly choose between two or more custom missile to fire?
- YukiHerz
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Re: The "How do I..." Thread
A mix of A_Jump and other firing states would be one way to achieve it.SoloSpaghetti wrote:As far as I descend into the code more and more questions jump up to my mind... for example... How can I make a gun wich randomly choose between two or more custom missile to fire?
Spoiler:I'm Sure there is a better way.
- TheBadHustlex
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Re: The "How do I..." Thread
I have a problem with SNDINFO.
I've created several assignments with the correct lumpnames, but it won't play anything in the game.
I've created several assignments with the correct lumpnames, but it won't play anything in the game.
Spoiler:This keeps happening to me randomly. And I seem to be too stupid to find out what I did wrong...
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Re: The "How do I..." Thread
The lump name of the sounds is too long. Reduce it to 8 characters or less.
If you're using [wiki=Using_ZIPs_as_WAD_replacement]PK3 instead of WAD[/wiki], you can keep them as they are, and instead use full paths in SNDINFO:
Replace [ext] with the sound file's extension.
If you're using [wiki=Using_ZIPs_as_WAD_replacement]PK3 instead of WAD[/wiki], you can keep them as they are, and instead use full paths in SNDINFO:
Code: Select all
misc/JQuote1 "sounds/XEVE_QUOTE1.[ext]"
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Re: The "How do I..." Thread
Hmm... How do I have a projectile damage/hit any target, and ignore the usual behavior of sparing whoever spawned it?
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Re: The "How do I..." Thread
The projectile "spares" whoever is in its [wiki=Actor_pointers]target[/wiki] field, which is usually the shooter. You can use [wiki]A_ClearTarget[/wiki] for that. However, there are few side effects to this; the game will not credit the kill to the original shooter or anyone else for that matter, monsters of the same species will be damaged by each others projectiles, and will mess up infighting between monsters of different kinds (they will take damage but won't infight).
If there is a "legitimate" way of doing this, then I don't know about it, I'm afraid.
If there is a "legitimate" way of doing this, then I don't know about it, I'm afraid.
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Re: The "How do I..." Thread
It's legitimate enough for me at least. Thanks.Blue Shadow wrote:The projectile "spares" whoever is in its [wiki=Actor_pointers]target[/wiki] field, which is usually the shooter. You can use [wiki]A_ClearTarget[/wiki] for that. However, there are few side effects to this; the game will not credit the kill to the original shooter or anyone else for that matter, monsters of the same species will be damaged by each others projectiles, and will mess up infighting between monsters of different kinds (they will take damage but won't infight).
If there is a "legitimate" way of doing this, then I don't know about it, I'm afraid.
Edit: Well crap. I didn't expect this problem. I'm noticing that "+PIERCEARMOR" isn't letting poison damage get through armor. (With MaxFullAbsorb) I don't want to jack it up with damage factor just so it breaks the threshold... Any ideas anyone? Workarounds?
http://pastebin.com/AWPxarHF
Is this a bug or did I mess up something?