How to import custom assets to Ultimate Doom Builder

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Casualfan
Posts: 94
Joined: Fri Jan 14, 2022 8:31 pm

How to import custom assets to Ultimate Doom Builder

Post by Casualfan »

I'm just a bit confused as to how the initial setup and import resources menu works. If I choose just doom2.wad it loads doom resources as one would expect. If I choose the FreeDoom 2 iPad, it loads the freedoom resources. If I import both, only one or the other set of assets is loaded. If I load a folder of various assets from Realm667, I get a ton of error messages.

So I guess my question is, how do I import custom assets or assets from other iwads along with the doom 2 resources?

Sorry if this has been answered before, but I couldn't find anything about it online.
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Enjay
 
 
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Re: How to import custom assets to Ultimate Doom Builder

Post by Enjay »

If the "ton of error messages" includes stuff about actors that are not found, try adding gzdoom.pk3 as a resource too.

If not, post the messages.
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Kappes Buur
 
 
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Re: How to import custom assets to Ultimate Doom Builder

Post by Kappes Buur »

It's a matter of compatible mapping formats.

If your new map is for DiHF or UDMF then it is always a good idea to load gzdoom.pk3 as resource, ticking the Exclude ... box.



If you want to load standalone IWADs as resource then you have to make sure that these IWADs are in the same format as your pwad. For example, HARMONY, BLASPHEMER, FREEDOOM2, et al, are for the regular Doom2 format, so they will show up, if your map is for DOOM2/BOOM format (D2BF). As such, when you add REALM667 texturepacks then they will show up if they are wad files. Add texture resources accordingly. Zip files should be renamed to PK3..

If, however, you want to load new monsters/weapons/decorations then they will show up as errors becouse D2BF does not support DECORATE/ZSCRIPT etc.

If, however, you want to construct your pwad in either DiHF or UDMF then the resource IWADs must also be in that mapping format, and texturepacks and the new monsters/weapons/decorations will show up.

To find out if the IWADs are compatible load them into Slade3:
  • If the last lump in the MAP namespace is BLOCKMAP, then the map is either for DOOM2 or BOOM.
  • If the last lump is BEHAVIOR, then the map is for DiHF.
  • If the pwad contains the lump TEXTMAP, then the map is for UDMF.


Tell us which resources you want to use specifically so that we can help you further.
Casualfan
Posts: 94
Joined: Fri Jan 14, 2022 8:31 pm

Re: How to import custom assets to Ultimate Doom Builder

Post by Casualfan »

Kappes Buur wrote:
Tell us which resources you want to use specifically so that we can help you further.
Hey, thanks for the reply! Sorry it took me so long to get back here, wifi's been sketchy lately.

Anywho, I'm mapping in UDMF. Texture packs and a lot of prop packs seem to be working now, and since I got those to work I won't be needing any FreeDoom assets.

The only pack that seems to be giving me trouble at this point is Wall Maps from Realm667
(https://www.realm667.com/index.php/en/p ... 9?start=30)

Here's the error message:
DECORATE warning in "WallLamps.pk3\actors\GreyWallLamps.txt", line 28. Unable to find "SwitchableDecoration" class to inherit from, while parsing "GreyWallLampBlue:12827".

I'm not too familiar with scripting, but is this saying that since there's no category for decorations that can be turned on or off, these light props aren't able to be imported?

Also, when I try to import Doom 3 Keycards (https://www.realm667.com/index.php/en/i ... 3-keycards), they don't show up in the "things" list at all, but they also don't cause an error message.

What do you think is going on?
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Kappes Buur
 
 
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Re: How to import custom assets to Ultimate Doom Builder

Post by Kappes Buur »

The problem with those two resources is that
  • WallLamps.pk3 is a pk3 file and therefore not compatible with a wad structure pwad
    which uses namespaces.
  • d3keycards.wad is a wad structure pwad and is compatible with a wad structure pwad.
    But none of the keys has a DoomED number, and therefore no key shows up in the editor.
    DoomED numbers must be unique.
So, now you have to decide which structure you want to use for your pwad.
Traditional namespaces for a wad structure or a pk3 structure with directories.
In either case you have to use a lump editor such as Slade3.

If you decide on a pk3 structure then take a look at Enjay's Gene-Tech: Before the Storm for a good
example of how to keep good housekeeping of a pk3 pwad.
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Enjay
 
 
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Re: How to import custom assets to Ultimate Doom Builder

Post by Enjay »

Kappes Buur wrote:If you decide on a pk3 structure then take a look at Enjay's Gene-Tech: Before the Storm for a good
example of how to keep good housekeeping of a pk3 pwad.
Thanks. :) I do try to organise my projects correctly - I don't always manage, but I do try.

This error:
Casualfan wrote:Here's the error message:
DECORATE warning in "WallLamps.pk3\actors\GreyWallLamps.txt", line 28. Unable to find "SwitchableDecoration" class to inherit from, while parsing "GreyWallLampBlue:12827".

I'm not too familiar with scripting, but is this saying that since there's no category for decorations that can be turned on or off, these light props aren't able to be imported?
Does make me wonder if my original suggestion might still be relevant. SwitchableDecoration is an internal class that you can inherit from to create things like lamps that can be turned on/off. However, UDB needs to know that the internal class exists, and this is done by loading GZDoom.pk3 as a resource. So, if you're not doing that, try it and if you are doing that, make sure that you are loading it correctly.

You *should* be able to have WADs and PK3s co-existing in the same project (provided they are all loaded correctly).
Casualfan
Posts: 94
Joined: Fri Jan 14, 2022 8:31 pm

Re: How to import custom assets to Ultimate Doom Builder

Post by Casualfan »

Enjay wrote:
Kappes Buur wrote:If you decide on a pk3 structure then take a look at Enjay's Gene-Tech: Before the Storm for a good
example of how to keep good housekeeping of a pk3 pwad.
Thanks. :) I do try to organise my projects correctly - I don't always manage, but I do try.

This error:
Casualfan wrote:Here's the error message:
DECORATE warning in "WallLamps.pk3\actors\GreyWallLamps.txt", line 28. Unable to find "SwitchableDecoration" class to inherit from, while parsing "GreyWallLampBlue:12827".

I'm not too familiar with scripting, but is this saying that since there's no category for decorations that can be turned on or off, these light props aren't able to be imported?
Does make me wonder if my original suggestion might still be relevant. SwitchableDecoration is an internal class that you can inherit from to create things like lamps that can be turned on/off. However, UDB needs to know that the internal class exists, and this is done by loading GZDoom.pk3 as a resource. So, if you're not doing that, try it and if you are doing that, make sure that you are loading it correctly.

You *should* be able to have WADs and PK3s co-existing in the same project (provided they are all loaded correctly).
Ok, I tried loading gzdoom.pk3 before and after Doom2.wad, and then the key cards. If I loaded gzdoom.pk3 first, I got this this error message for the red, yellow, and blue cards respectively:

LOCKDEFS warning in "d3keycards.wad\LOCKDEFS:3", line 1. Lock 1 is double-defined as "Red key card" and "Lock 1".

But the lamps are working now!

I think I'll just have to take Kappes Buur's suggestion and see if I can't change the DoomED number for the keys (assuming I can figure out what that means with my limited knowledge haha).

Well thanks for your help, guys! I appreciate you taking the time to point me in the right direction. Hopefully I'll have something to give back to the community soon. If there's anything else you think I should know about adding in custom assets, please let me know, I need all the help I can get!

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