The "How do I..." Thread
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Re: The "How do I..." Thread
Hexen format: must be MAPxy
UDMF: can be anything
UDMF is better. Why do people still use Hexen format?
UDMF: can be anything
UDMF is better. Why do people still use Hexen format?
- TheBadHustlex
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Re: The "How do I..." Thread
I started my project with the Hexen-Format because it seemed simple to start to me (quite sucked at mapping back then), and basically, I thought "Well, it's gonna do fine for my purposes and that UDMF is too complicated for me now".
Now, I already smashed my head onto the table several times because I didn't build my of maps in UDMF, but I seriously don't feel like re-doing that map. And I don't hink you can convert hexen-maps to UDMF. Right...?
Now, I already smashed my head onto the table several times because I didn't build my of maps in UDMF, but I seriously don't feel like re-doing that map. And I don't hink you can convert hexen-maps to UDMF. Right...?
Re: The "How do I..." Thread
Is there a way I can make a RIPPER projectile only rip through enemies if they are killed by it?
- Arctangent
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Re: The "How do I..." Thread
You can literally open a Hexen format map in Doom Builder, copy the entirety it, create a new map that's in UDMF, then paste it. The way Doom Builder stores maps it's currently editing is pretty interchangeable between formats.TheBadHustlex wrote:I started my project with the Hexen-Format because it seemed simple to start to me (quite sucked at mapping back then), and basically, I thought "Well, it's gonna do fine for my purposes and that UDMF is too complicated for me now".
Now, I already smashed my head onto the table several times because I didn't build my of maps in UDMF, but I seriously don't feel like re-doing that map. And I don't hink you can convert hexen-maps to UDMF. Right...?
Additionally, I do believe there's a dedicated utility to convert Hexen format into UDMF, although I've never used it myself.
- Kappes Buur
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Re: The "How do I..." Thread
There are two ways to convert a DiH map to UDMF, as outlined here.TheBadHustlex wrote: And I don't hink you can convert hexen-maps to UDMF. Right...?
With WAD2UDMF or GZDoom Builder. Easiest is through GZDoom Builder.
In either case, not all action specials are translated during the conversion process, though.
There are a couple which do not have a corresponding match.
Re: The "How do I..." Thread
It's a shame that there hasn't been a way to convert Hexen maps to UDMF maps made that is as reliable and complete as ZWADCONV for converting Doom maps to ZDoomHexen maps. I have used that tool many, many times and only very occasionally had to go back in and fix some minor things up. If there had been something with a greater level of reliable success like that for ZDH to UDMF then I may have already made the migration to UDMF and GZDoom Builder.
I've tried the methods above - particularly if I had started a project in ZDH but wanted to try and finish it in UDMF - but they were either too fiddly or left enough post-conversion things that needed to be fixed that I gave up and just continued to work with ZDH and DeePsea.
I've tried the methods above - particularly if I had started a project in ZDH but wanted to try and finish it in UDMF - but they were either too fiddly or left enough post-conversion things that needed to be fixed that I gave up and just continued to work with ZDH and DeePsea.
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Re: The "How do I..." Thread
I'm not sure if the conversion is computer dependent, but I see no reason why it should be.Enjay wrote: .... I've tried the methods above ....
I just converted your GENE-TECH, with GZDB, to UDMF without a glitch and no visible anomaly,
except the 121 linedef types, of course.
Spoiler:True, converting pwads in pk3 file format is a bit circuitous, but a lot better than having to redo the map by hand.
Having Slade3 on hand, though, to replace the original MAP01 with the converted MAP01 makes the process a child's play.
Re: The "How do I..." Thread
Interesting.
On the line type 121 thing, what is the procedure there? I mean, does the line type stay as a non-function 121 that you can then search and edit in GZDB or is the line type wiped (makig it harder to fine all instances)?
And, once the conversion is done, presumably, any line that was a 121 just needs to have its type set to 0 and the line id allocated directly to the line properties in GZDB?
On the line type 121 thing, what is the procedure there? I mean, does the line type stay as a non-function 121 that you can then search and edit in GZDB or is the line type wiped (makig it harder to fine all instances)?
And, once the conversion is done, presumably, any line that was a 121 just needs to have its type set to 0 and the line id allocated directly to the line properties in GZDB?
- TheBadHustlex
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Re: The "How do I..." Thread
GZDoombuilder worked fine. Thanks!Arctangent wrote:You can literally open a Hexen format map in Doom Builder, copy the entirety it, create a new map that's in UDMF, then paste it. The way Doom Builder stores maps it's currently editing is pretty interchangeable between formats.
Additionally, I do believe there's a dedicated utility to convert Hexen format into UDMF, although I've never used it myself.
- Kappes Buur
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Re: The "How do I..." Thread
Enjay wrote: On the line type 121 thing, ....

which means that you have to search and copy the 121 occurrences in the original first, and then apply to the conversion.
Last edited by Kappes Buur on Sun Feb 22, 2015 12:21 pm, edited 1 time in total.
Re: The "How do I..." Thread
How do I add in a communicator message? Like, when the player walks over a Linedef or presses a button, a message displays?
Also, how does Linedef Action 174 work?
Also, how does Linedef Action 174 work?
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Blue Shadow
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Re: The "How do I..." Thread
You've got [wiki]Print[/wiki] and [wiki]HudMessage[/wiki] ACS functions.EddieMann wrote:How do I add in a communicator message? Like, when the player walks over a Linedef or presses a button, a message displays?
- TheBadHustlex
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Re: The "How do I..." Thread
Is it possible to execute a script via Zdoom-Strife-Dialog-Format? I know about the "special"-thing, but how do I specify which script I want to execute?
This is the choice-block, which doesn't do as I want, of course:
This is the choice-block, which doesn't do as I want, of course:
Spoiler:
Re: The "How do I..." Thread
Look up [wiki]ACS_Execute[/wiki]: the script number is in arg0. Then pass 0 for arg1.
- TheBadHustlex
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Re: The "How do I..." Thread
Thanks a lot!
