#classic-doom-maps-mods

1 messages Β· Page 77 of 1

tender sorrel
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there's a thing with jumps and custom inventory

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add
TNT1 A 0 A_RailWait

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at the end of each state

knotty plaza
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kk

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Pickup:
TNT1 A 0 A_JumpIfInventory("Boss1Thing",1,"Boss1")
TNT1 A 0 A_JumpIfInventory("Boss2Thing",1,"Boss2")
TNT1 A 0 A_JumpIfInventory("Boss3Thing",1,"Boss3")
TMT1 A 1
stop
Boss1:
TNT1 A 1 A_GiveInventory("BossPowers2",1)
TNT1 A 0 A_RailWait
stop
Boss2:
TNT1 A 1 A_GiveInventory("CyberPower2",1)
TNT1 A 0 A_RailWait
stop
Boss3:
TNT1 A 1 A_GiveInventory("SpiderPower2",1)
TNT1 A 0 A_RailWait
stop

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is this good?

tender sorrel
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A_Railwait is a command that does absolutely nothing but for some reason custom inventory items that have jumps seem to need some sort of command thingy so its most best for the job

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yeah

knotty plaza
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kk

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thanks

tender sorrel
#

put one in pick up too

knotty plaza
#

kk

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Pickup:
TNT1 A 0 A_JumpIfInventory("Boss1Thing",1,"Boss1")
TNT1 A 0 A_JumpIfInventory("Boss2Thing",1,"Boss2")
TNT1 A 0 A_JumpIfInventory("Boss3Thing",1,"Boss3")
TNT1 A 0 A_RailWait
stop
Boss1:
TNT1 A 1 A_GiveInventory("BossPowers2",1)
TNT1 A 0 A_RailWait
stop
Boss2:
TNT1 A 1 A_GiveInventory("CyberPower2",1)
TNT1 A 0 A_RailWait
stop
Boss3:
TNT1 A 1 A_GiveInventory("SpiderPower2",1)
TNT1 A 0 A_RailWait
stop

#

this good?

tender sorrel
#

should work

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test it

knotty plaza
#

alright now it picks up

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but it doesn't give me the items

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do I need to use the doomed number

tender sorrel
#

Huh

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Odd

knotty plaza
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I'll try using the doomed number instead

tender sorrel
#

are the boss thing inventory items custom or normal inventory

knotty plaza
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custom

tender sorrel
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if they are only tokens for the check use normal inventory on them

knotty plaza
#

kk

tender sorrel
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I had similiar issue once where the tokens werent working cause they were custominventory and thus didnt stick in the inventory

knotty plaza
#

working now

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thank you

tender sorrel
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\o/

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custom inventory is weird

knotty plaza
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yeah

vocal crypt
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is there a way to increase the speed of monster projectiles?

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Or is that something that's beyond the power of SLADE?

light prism
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uh

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ru srs

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just change their speed property

vocal crypt
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of the projectiles?

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oh

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sorry

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didn't know even the projectiles were actors

vocal crypt
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shiet i fucked up somewhere I think

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my new skill doesn't spawn jack

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nvm

light prism
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everything that isn't map geometry is an actor

mental flint
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yo guys how do i make glass windows?

haughty flower
#

Two minutes Randy and I will show you one of the examples.

mental flint
#

ok thanks!

haughty flower
#

I will show you one of the examples I have available, and if you like it, I can show explain how.

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Is that sort of window good enough for you?

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You can see the light hitting the window there too.

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@mental flint

mental flint
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sorry im talking about doom 2 lol

haughty flower
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Ohhhh sorry!

mental flint
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should have mentioned that

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its fine

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thanks anyways

haughty flower
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Well, anyone else that wants windows, let me know. πŸ˜ƒ

mental flint
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πŸ˜›

vocal crypt
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lol

haughty flower
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Okay, so anyone who has experience with Doom 2, Randy needs windows!

vocal crypt
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I changed the health of the cyberdemon and mastermind to be 8000 and 6000 respectively

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too much for an AK

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so

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just changed it to 5000 and 4000 respectively.

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yet it's a One Health mod.

haughty flower
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Cool. πŸ˜„

vocal crypt
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though I think my difficulties are just nintendo hard or something.

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the last two at least.

haughty flower
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If you want someone to test, let me know.

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πŸ˜ƒ

vocal crypt
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Don't bother playing it with the vanilla maps lol

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it's impossible.

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Unless I'm underestimating people's skills

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besides dat, I haven't gotten the stuff done for the other classes.

haughty flower
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Once you study the AI though, you kinda know how to outplay them.

vocal crypt
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until you set the aggression to 1.0

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then they keep firing at you

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constantly

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it gets annoying with hitscans

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and with the playa having 1 health.....

haughty flower
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I did a few things with classes, recreating the Destiny 1 Prison of Elders gamemode.

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Haha, well, yeah, then you would have to think faster than them, time for adaption, to determine their next move, based on the individual AI for the NPC, etc. and 1 health, Excellent. πŸ˜ƒ

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Why not make a shield system, its quite possible. πŸ˜ƒ

vocal crypt
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mostly becomes like a wild west shootout I guess

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@haughty flower wouldn't that kinda defeat the purpose of having 1 health though

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both you and the enemy has 1 health, sans Cyberdemon and Spider Mastermind

haughty flower
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Well, kinda, it would leave some breathing room for an error, without having to place health packs, to avoid stacking or counting health.
Meaning, avoidance = survival when an error is made.
It teaches approach and condition to player v AI engagements.

vocal crypt
#

eh

prisma saddle
#

@shadow bone Is Tranquility intended to be a total conversion?

vocal crypt
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you can't pick up healthpacks

haughty flower
#

Very rewarding sense of fulfillment for the player, as opposed to "How the fuck did it? Nooo, fuck that, I quit".

shadow bone
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Yes, and / or standalone

vocal crypt
#

well hitscans are a major PITA

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projectiles though very fast you can prob dodge.

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meanwhile I'm trying to find a skin that looks... gangster ish

haughty flower
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You could add an ability, that allows the player to gain a 25% shield? but the ability recharges via melee kills? πŸ˜›

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Risk/reward.

vocal crypt
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the only thing that comes up in my mind is that protag dude from Blood

haughty flower
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Maybe an ability that increases movement speed too, to make dodging easier.

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Which Doom are you working with here?

vocal crypt
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the classic one

haughty flower
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Oh I see.

vocal crypt
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we've been discussing different things

haughty flower
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Yes.

vocal crypt
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lol

haughty flower
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Yes we have.

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hahaha

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Nevermind! Yeah, for retro, go hardcore!!

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Mostly veteran players play classic, so I'm sure they will welcome the challenge.

zinc egret
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Here is a salvaged map I'd like any of you guys to try out and give me some feedback before I upload it to /idgames/. It was meant to be part of a mapset but I never completed the whole set. Map is MAP01, medium/medium-highish difficulty on UV. Please @ me so I can respond accordingly.

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Original name was going to be Outpost 11

haughty flower
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Which doom?

zinc egret
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MAP01 is Doom 2

knotty plaza
#

how do you set up variables?
well
ones like this
if(GeneratorOn = 1)
how do I set up the variable
and use it?

unreal oyster
#

i assume we're talking about ACS? in which case you do something like this:

bool generatorOn = false;

script "Script Name" (void) {
    if (generatorOn) {
        // do whatever
    }
}
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if (generatorOn = 1) like you posted wouldn't work because = is the assignment operator so it'd always trigger

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you can use == to check for equality

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and also i'd suggest using true and false instead of 1 and 0 for boolean values like this one

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obviously use 1 and 0 for numbers though

vocal crypt
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hmmm

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I probably should add a life system just so my mod isn't rage inducing

knotty plaza
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thx

vocal crypt
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ESPECIALLY on the last two skill levels

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also make the hitscans shoot projectiles

knotty plaza
#

@unreal oyster works. thank you.

vocal crypt
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now I'm trying to find a bullet sprite.

haughty flower
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Make one? πŸ˜ƒ

vocal crypt
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I'm not a sprite maker

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I suck at it

haughty flower
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hehe

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Me too bro.

vocal crypt
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seriously tho

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should I add a life system to my mod

light prism
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YES

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FFS

vocal crypt
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time for googling then

craggy warren
#

Can I post my Doom WADs here?

light prism
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of course

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however you'll get your ass banned if they are terry wads

prisma saddle
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Or NSFW/NSFL WADs.

light prism
#

not safe for lemmings

prisma saddle
#

Not safe for Wendigos.

tender sorrel
#

Not sellable food labels

craggy warren
#

ok

prisma saddle
#

Um, okay...

light prism
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was it really worth sharing one room

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i mean sure its your first map

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but maybe get used to mapping a bit more first

craggy warren
#

Ok

haughty flower
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Theres nothing wrong with sharing anything you create, if your not breaking rules.

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Opinions and criticism are important for learning too.
I welcome your half finished maps.

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Keep up the work.

craggy warren
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thank you

haughty flower
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When I get internet on Wednesday, I will test out your map too. I'm using mobile phone data rn..

craggy warren
#

ok

haughty flower
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Your welcome.

craggy warren
#

I should finish it, all those maps are waiting to be modded

light prism
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i hope that isn't half finished

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otherwise the end product is two rooms

haughty flower
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Whats with the negativity?

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You really want newcoming developers to shy away from supporting a community that you "want to flourish"?

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It's his creation, he is free to create it has he desires.
He isn't bound to any terms from yourself, isn't expected to deliver a certain quality of product and isn't being paid for his time.
So why not appreciate the other person, and offer support if you want them to improve, rather than talk down to them?

I would expect more courtesy from a r/Doom community listed modder.

#

@light prism

light prism
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"make more rooms"

craggy warren
#

ok i will

light prism
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sorry that thats such a negative criticism

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btw MasterOfGaming if you want your sky to appear like a parallax sky use the texture F_SKY1

craggy warren
#

ok thx

light prism
#

ash if this is more criticism of my criticism you might want to take it to a different channel

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or better yet not say it at all πŸ˜ƒ

haughty flower
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Ha.

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I'm thinking...

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Your clearly a joke right? I mean, your name is "TheMisterCat".

craggy warren
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I'm unsure of who is right or wrong, but the Cat is right: This will go offtopic, so I suggest you guys go into #172869448863055872

haughty flower
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Did you really name yourself after the level you made named "CeilingCat"? All because it doesn't look like hes floating, given the issue with the zclip plane, but sure, I mean, lets imagine it was supposed to be a ceiling.

And its fine, it might need more rooms, I'm not arguing it doesn't.
I'm saying, there is a way to be helpful and suggestive.

Rather than having an expectation of someone who owes you jack all.

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And I don't need to take it to off topic, its fine, I'm done after this comment, its 7am. πŸ˜›

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lol

light prism
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You know I made that over a decade ago, right

haughty flower
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The memes are great.

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Your point?

light prism
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And my nickname was TheMisterCat well before that

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somebody paid me $5 to change my nick to this

haughty flower
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See how this critism of expectation isn't nice?

light prism
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and I always come through on my promises

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The difference is I'm not offended, and you're just assuming that MasterOfGaming was offended by my comments

haughty flower
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Okay, really though, if were talking, make it brief, I have better things to do.

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Huh? No, I never said he was offended.

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Don't make assumptions.

light prism
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also that judging me on a map I made ten years ago is a little different than judging someone who just posted a literally one room map

craggy warren
haughty flower
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^ and there you go again..

craggy warren
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guys stop arguing

light prism
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that is better

haughty flower
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Now that is insulting, and your using @craggy warren as some weapon?

light prism
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yes, im putting him on ignore now

craggy warren
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o jeez

haughty flower
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Tss, lol.

craggy warren
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stop arguing @light prism @haughty flower

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So? My mod may be trash

haughty flower
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I'm not arguing with him.

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Its fine, your mod is fine.

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Your learning.

craggy warren
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ik i am

light prism
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Get your flow going

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just think of inventive ways for enemy placements and arena style combat areas

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and where you want to block access with locked doors and such

craggy warren
light prism
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depends

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on the left you've got freeform and on the right you've got orthagonal

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mixing and matching is all good as long as it looks consistent

craggy warren
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ok

light prism
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but generally i would draw orthagonally on the grid for base-like areas and use freeform for outdoors/natural

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there are no real rules though

haughty flower
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This is better. Its all I was hoping, support for the community, not ridicule. Sheesh, I wasn't even asking it, I was just saying I expected better towards a new comer.
As a game developer and environmental artist, when I was learning, I dunno if I would be doing this job if it wasn't for a supportive community..

light prism
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think about how you can split things up vertically too

craggy warren
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ok thanks for the advice

light prism
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and dont post one room wads bro

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or i will tell you that you posted a wad that contains one room

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and then get my opinion shat all over

craggy warren
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ok

haughty flower
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Its not an opinion, it would be a fact that someone has posted one room. Also, I'm sure the developer is aware they created one room, and it was listed as unfinished.

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It's the attitude you used, where I found err with your comment.

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Anyway, see ya all later.
Shame this guys so full of himself, he thought it "skilled" to post a Barack Obama face with a message just to tell you to create more rooms, a third time.

craggy warren
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@light prism Where is the FSKY1 texture?
I'm using GZDoom Builder but I can't find it

light prism
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F_SKY1

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go to sector mode (S)

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right click on the sector you want to change, or left click to select a range and THEN right click

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(or shift drag)

craggy warren
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ok

light prism
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click the text box that has the ceiling texture name

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and type F_SKY1

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right under the ceiling texture shown

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it will appear if you type it right

craggy warren
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i found it

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but it's rocky and it looks weird

light prism
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does it look like the above?

prisma saddle
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It looks better in game.

craggy warren
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yes it does

light prism
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in-game it will appear as a proper sky

craggy warren
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oh ok

tender sorrel
timber bridge
#

ket

vagrant pebble
vocal crypt
#

shit, anyone know an ACS decompiler?

light prism
#

there is one

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however

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dont expect to be able to easily understand the results of decompiling anything, from any language

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honestly the better option is to understand the flow of what is happening and re-write it from scratch

vocal crypt
#

fak

light prism
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what are you trying to do

vocal crypt
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the life system

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that, and maybe a scoring system

light prism
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what are you trying to decompile that would help you with that?

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i mean that is all basically decorate stuff

vocal crypt
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Looking at code and seeing how a wad did it

light prism
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did... WHAT though

vocal crypt
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the scoring system.

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The life system...eh...

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I think I'm just being lazy because I don't know how to do one.

light prism
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but that has nothing to do with ACS

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health is stored as a property of actors in decorate

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so is score

vocal crypt
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We are talking like "collect an item for score" right

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and "kill x for y points"?

light prism
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sure, yes

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there is no reason to get ACS involved for that

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you just have to identify the shooter/killer/picker-upper and give to that pointer

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depending on circumstance

vocal crypt
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fucking hell, I was looking at a forum post from fuckin 2008

light prism
#

fuck 2008

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what ever good came from 2008

vocal crypt
#

Jesus I can't think of anything...

light prism
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jesus take the wheel

vocal crypt
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aw what the fuck

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it's an unknown-

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When was the score property added

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ffs

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augh

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apparently it's an unknown property or some shit.

light prism
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APROP_Score

vocal crypt
#

dammit, acs actor properties

light prism
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nono

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and you can literally read it as 'score' in decorate

vocal crypt
#

hmmm

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augh fuck

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wait

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did I use the score property wrong

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is that the score that adds up, or the # of score the player starts wit

light prism
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i dont know, did you

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its just a property, it will start at 0

vocal crypt
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Well I put Score ## for the monsters, so probably

light prism
#

that wont work

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you need to give it to the killer on their death

vocal crypt
#

something they drop?

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well the ScoreItem part

light prism
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you can give it directly to the pointer

vocal crypt
#

the pointer being say the player?

light prism
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the flow is

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monster enters death state

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check if target is player

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if so, give scoreitem to target

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-> rest of death state

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the check is arbitrary really too since you could just give any killer score, its not like it will affect anything

vocal crypt
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So really, just give scoreitem to target

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no checking

light prism
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yes

vocal crypt
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aight

light prism
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of course this will result in say, you 90% kill a hell knight and then a caco takes him out, and you get nothing

light prism
hexed sky
#

oh hey, sculptris

cerulean frigate
#

Is the modeldef the only dec file i need to add info to in order to make a model appear in game?

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I updated one properly, but the game is telling me it can't find the skin for the model

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Even though i double checked and made sure the files and modeldef all say what they are supposed to

royal wave
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Model textures have to be in the models folder. It won’t look for them anywhere else I think

cerulean frigate
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They are

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Thats what i can't figure out

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I don't know if i am supposed to make sure there is info in the main decorate file to get the model to load up in game

haughty flower
#

@vocal crypt
I would just always reward the player with the score regardless of whether the player killed the enemy.
Also, you really shouldn't try to award score to a target that doesn't have a variable for the score, it's messy and in some cases, can cause issues.
It also makes the scoring inconsistent..

Then from there, if you want, you can refine it with check system that works properly, rather than some hack thats gonna throw a 'catch exception' when a variable is missing.

light prism
#

uh

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actually you define the path for textures

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and they can literally be anywhere in the pk3 as long as you point to them

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nothing in the actors decorate relates to the model though, no

cerulean frigate
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Well my problem is i have done it before with another model, so i know what to do

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It's just it won't load up the texture in game

light prism
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what format is the texture?

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also is it an md2 or md3 model?

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also does the model actually render as solid at all, or do you just not see it whatsoever

cerulean frigate
#

png

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And it's an md3 model

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I don't see the model at all

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I hear the sound of it spawning in when i summon it

light prism
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are you sure the scale isnt just massively off

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and its really, REALLY tiny

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or the other way and its so big you cant see any of the faces

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here's something else to try

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have one statically placed on the map through map editor

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test map and tell me if there are any console errors

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(summoning an actor does some things a lil differently than having it spawn on map init)

cerulean frigate
#

I have used it in the test map

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Pardon my late answers, i keep losing track everyone on Discord i am trying to keep up with

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I loaded up the model in a test map to see what scale and offset i needed to use

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I then tried to use the same in game

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Didn't work

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I get this error message from the game

forest wind
#

What's better Doombuilder 1 or 2?

gritty sun
#

GZ

raven mesa
#

Search DoomBuilderX if you’re looking for more classic maps

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Otherwise, GZDoomBuilder-Bugfix

shadow bone
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GZDB can build classic maps

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Don't spread FUD

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I don't know where everyone got this idea you can't make vanilla Doom stuff anymore just because it supports other advanced formats

prisma saddle
#

It supports the original formats and such.

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And stuff like Hexen and UMDF.

vocal crypt
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Cali it's because they're too lazy to change formats in GZDB kappa

light prism
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@cerulean frigate - well id have to say that file is either missing or in the wrong place or is the wrong format

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like you've saved it in photoshop as a .PSD but with the extension .PNG

cerulean frigate
#

It's a png i assure you

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I've double checked this stuff all over

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Everything is where it is supposed to be, and the modeldef says exactly what it's supposed to

light prism
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well the console doesnt lie

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show me the folder and the modeldef

cerulean frigate
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I did this with the other model too

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And it loads up fine in game

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Am i supposed to add something to the main decorate file for it to appear?

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Because that error message made me think it's looking for a reference to that skin in the dec file

light prism
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uhhh is the png in the same folder as the md3

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oh it is

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why is that png so big in comparison to the other

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whats the resolution?

cerulean frigate
#

1024

light prism
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can you send me that png?

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open a direct message to me and drag it in

cerulean frigate
#

Sure

surreal meteor
narrow ravine
#

Looking for tester for making mode(simple one)
Condition: can clear doom2 UV all maps, no matter of time
If you'd like to, PM me (:

Works to do: make review or feedback, testing, givin me ideas
Wad property: no monster modify/no map modify / no DECORATEs / needs sound-play

#
  • way much better if you know at least little about memes.
vocal crypt
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augh

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I can't seem to find the thing for actor giving another actor an item

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Unless dropping them like a normal item is an idea

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wait

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A_GiveToTarget

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nvm

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at least I think nvm

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oh fiddlesticks

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it ain't givin the target the scoreitem when death

light prism
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You have to find out which pointer is the player/killer and switch that to be the target

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scratch that, it SHOULD be the player/killer by default

vocal crypt
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I know

light prism
vocal crypt
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but it apparently it doesn't give the playa the item

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hmm

light prism
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]you are just giving ScoreItem?

vocal crypt
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yeah...

light prism
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and how are you checking if he's got it or not?

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it doesnt exist as an inventory item...

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youll need a script to print APROP_Score from the player

vocal crypt
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an ACS one or a DECORATE one...?

light prism
#

its like health, youre not checking how many HealthBonus'es the player has, just the Health property

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either will do

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gotta go

vocal crypt
#

fek

craggy warren
#

your map is ok

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@surreal meteor

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I didn't play the whole thing

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also make map02 map 01

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people may just give up and give low ratings on your mod if you don't mod map01

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just saying

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I will rate it 7/10

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keep up the good work πŸ‘

light prism
prisma saddle
#

Snazzy.

light prism
covert plover
#

i was wondering if its possible to use higher res weapon sprites in the zdoom engine

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i made a pretty large gun sprite, and i was wondering if there was a way to scale it down

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but still have it be the same size yknow

lavish hollow
#

Pretty sure it is possible

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I've seen some high res sprites before

zinc egret
#

Scaled down using DECORATE/ZScript

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No sprite editing required

knotty plaza
#

oi

light prism
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you need to scale down the sprites in the TEXTURES lump

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the scale factor for weapons actors appearing on the hud does absolutely nothing

zinc egret
#

I wasn't speaking about HUD graphics

cerulean frigate
#

Can someone explain the proper way to export an animation in an md3 file?

#

I have a model with a simple biped walk cycle that i tried to export and it doesn't seem to be working

#

Do MD3s export with the animation already baked in ?

unkempt wadi
#

so in my mod i’ve got a system where you can’t pick up a weapon if you are already carrying one (thanks themistercat ur a lifesaver in this project) but it breaks if you drop a weapon because the dropped weapon doesn’t also check if you’re carrying anything. is there a way to remedy this?

light prism
#

not without making a custom drop system

#

@cerulean frigate - by default in blender it should export 256 frames i believe

cerulean frigate
#

Alright ty

light prism
#

nope 250

cerulean frigate
#

Yeah i managed to export it with an animation, but it was so big that it crashed what was used to import it

light prism
#

what is 'so big'

#

because i have succesfully done 300+ frames

cerulean frigate
#

I made one with 288 frames

#

MMD3 crashed when trying to import it

#

And someone else tested it in Blender and said it would crash

#

I had to reduce it

#

Then it worked

light prism
#

oh you mean re-importing into blender after exporting?

cerulean frigate
#

I exported from a different editor and he couldn't get it to import into Blender without it crashing

#

I haven't gotten the plugin for importing to work on Blender

light prism
#

it may be the export method or the specific import plugin for blender

#

i have managed to import fine

#

you might just need to find a better version

#

however when you import an md3 you end up with a bunch of shape keys, static variations on the base mesh that make up each frame

#

you wont be able to make easy changes to the animation

cerulean frigate
#

I did manage to fix the problem though

#

The model exported without trouble

#

I'm going to wait for the other dev to load it up so he can tell me there are about 20 things wrong with it i need to fix

light prism
#

im going to wait for the heat death of the universe

cerulean frigate
#

I'll worry about that later

light prism
#

got him rigged

past cradle
#

I keep seeing the sides of the head as adorable little arms

light prism
vocal crypt
#

what r u making TMC?

#

besides models

dusk terrace
#

can i get some help about slade map editor

knotty plaza
#

use gzdoom builder

#

there's your help

#

no but seriously most people use doom builder 2 or gzdoom builder

#

you'd have more luck searching the actual reddit or zdoom forums, or just googling it

dusk terrace
#

i use slade map editor just becuase im too lazy to download something else

vocal crypt
#

does GZDoom Builder not have a seperate tab for .pk3?

dusk terrace
#

ill try just exporting the map wad from the pk3

#

gzdoom builder fixed the issue

#

uhh how do i exit visual mode

#

yes i know im a noob

vocal crypt
#

Q IIRC

#

IIRC = If I Recall Correctly

dusk terrace
#

works

forest wind
#

What music files work on Classic Doom?

woven mist
#

I think it's just midi

forest wind
#

GZDoom as well?

woven mist
#

No, you can use MP3's and whatever on modern source ports.

#

Can you change the song for a map in the middle of a map?

blissful knoll
#

Yes i've seen it happen but its done rarely

light prism
light prism
tender sorrel
fervent agate
#

thicc catgirl eh?

light prism
#

extremely

#

would you really want a catgirl for a maid

#

she would knock everything off your tables

#

and then rip up the curtains

tender sorrel
#

but she'd purr on your lap and be very pettable

vocal crypt
#

you know what else would do that?

#

A cat

#

a regular cat.

tender sorrel
light prism
#

my lap will not support that level of thiccness

light prism
#

lol that blood looks ridiculous 😦

#

how to blender blood

#

slightly better with a background

prisma saddle
#

I'd say simulate it, use metaballs or use some sort of stock footage, for the squidge.

light prism
#

my balls are not meta

prisma saddle
#

My main issue with the blood is sorta how it just, appears, floats for a bit, and disappears.

light prism
#

yeah

#

i cant get it to behave

#

it should just be a litle spray and then i can spawn blood splatter actors

light prism
#

still not spray-ey enough

haughty flower
#

Am I correct in saying that SetLineSpecial does not work with UDMF maps?

light prism
#

uhhh it should?

#

is it not working for you?

haughty flower
#

i dont think so

#

ill try it again

light prism
#

ur doin it rong

haughty flower
#

hmm ill keep mucking it with it then

#

oh

#

it only works for lines with id's of course. i was hoping to replace a lines special with just its line number

light prism
#

duuuuh πŸ˜›

#

it might work with its activator too

#

like if you execute a script from a line and then refer setlinespecial with 0 it should refer that line

#

"might"

haughty flower
#

hmm. for udmf compat with drpg I need to replace line exits somehow, automatically. I think Im out of luck until gzdoom provides something like xlat for udmf

light prism
#

oh, i thought you could xlat

#

my bad

#

cross compatibility is a bitch

haughty flower
#

yeah rip compat lol

unreal oyster
#

You can do that easily with ZScript which has proper map data access

light prism
#

not sure if my final renders of this arachnotron thing should be high res or closer to doom res

tender sorrel
timber bridge
#

why

#

pineapple on pizza is sin

tranquil perch
#

Welcome to Hell

haughty flower
#

yesssssssssssss

#

i can zscript the level exits to do my bidding

#

thanks gutawer! I didnt think to check out zscript until you mentioned it haha

#

one question though, in zscript.txt where the version is located. does that version prevent it from running on earlier versions of gzdoom?

unreal oyster
#

no, how that works is that some features of the language are gated off to a specific ZScript version

#

at the top of your ZScript file, you should put version "3.2.5" or whatever your preferred version is

#

though imo you should enforce 3.2.5 due to security issues with lower versions

haughty flower
#

ahhh i see

#

yeah I'm already recommending 3.2.5 on github so having zscript to enforce would be even better

#

thanks

surreal meteor
golden drum
#

@surreal meteor

The part with the crushers could use more indication as to where the ceiling hits. It makes it pretty hard to see where you can stand and where you cant. I'd suggest putting a different texture on the sidedefs the crushers slide down, or setting a different flat for the crusher sector floors

surreal meteor
#

Thanks for the feedback! Do you think different sector brightness would work?

golden drum
#

That would actually prolly be better, considering your gun would light up differently depending on where you're standing

#

actually if you want to do something weird with the lighting. maybe put a negative light in the crusher sectors and make them move up and down with the crushers like they're shadows

#

idk if it would work well though

#

but ye the music fits really well

#

@surreal meteor in the plasma rifle room, I'm guessing the intention is for the player to see the plasma rifle and fight the enemies, but it's pretty easy to miss. Also, you can actually set the ceiling above the crack in the floor to a constant brightness so that it doesn't light up with the floor, unless that was intentional.

surreal meteor
#

it was intentional. I will put a light above the plasma rifle ig.

light prism
#

its a bit tight in places

#

especially when horde closets start opening

#

and ammo is scant

#

like, theres enough ammo, but only just

surreal meteor
#

secrets are almost a must

light prism
#

also the exit doesnt work

surreal meteor
#

heres the working edition

light prism
#

lets assume i won

surreal meteor
light prism
#

im not playing all the way through again just so i can exit πŸ˜›

surreal meteor
#

i dont blame ya lol

#

but the exit is working

golden drum
#

oh hey is this meant to be played with the dark lighting mode or the standard one?

light prism
#

i was playing on doom

golden drum
#

same actually

light prism
#

and it is quite dark yes

#

sumfing im workin on

tranquil perch
#

Nice file name

golden drum
#

@surreal meteor hmm what I might suggest doing is actually putting brightly lit conputers on the walls in the plasma gun section just to create some contrast without removing the dark theming

light prism
#

light the gun up directly

#

even if its sourceless

tranquil perch
#

I haven't used the plasma gun in base doom in a while, but don't the projectiles give off light

light prism
#

in gzdoom yes

golden drum
#

in gzdoom yes\

light prism
#

in gzdoom yes\

golden drum
#

BRUH

#

That was weird

surreal meteor
#

honestly i already submitted the map for a contest so its all done but im working on a new one rn

#

hey can you throw up giant turd wad id like to play it

light prism
#

its just some rooms man, theres no gameplay right now

surreal meteor
#

oh

#

looks nice

#

im gonna steal it

light prism
#

nice head i think ill take it, nice head I think Ill take it, nice HEAD, I think ILL take it?

surreal meteor
#

clueless rn

#

i dont get it

light prism
#

low rez?

golden drum
#

What you could so is disable jumping in the mapinfo entry

light prism
#

i feel like high rez shows too many imperfections

vocal crypt
#

probably?

#

It looks weird to me, but probably because it isn't digitalized

#

sprite wise

light prism
#

what

#

'digitalized'

#

the entire thing is digital from point of conception to the image leaving your screen

surreal meteor
#

do you guys know how to change a line from being impassable with an in game action without scripting??

#

nvm.

light prism
#

SetLineBlocking

#

or Line_SetBlocking

#

got the basics in

past cradle
#

I thought they were like, spider masterminds

#

but they're tiny dudes carmackulus

light prism
#

well theyre roughly arachnotron size

#

a bit thinner

dusk terrace
#

can i get some information about gameinfo.txt in gzdoom because i made using one using the help of zdoom wiki but it shows the deafult freedoom phase 2 instead of the name i want

haughty flower
#

Anybody know of any maps that use Teleport_NewMap? I'm debating on whether I should bother redirecting it as I've never seen it used.

forest wind
#

How do you make a level end when your health is 10% or less like E1M8?

plush sapphire
#

I believe it is sector based, but that's the extent of my knowledge.

light prism
#

@haughty flower - ever played Hexen? πŸ˜›

haughty flower
#

no, I have the wad though. i should really try it sometime

vocal crypt
#

I swear, something looks off with the sprites

#

might be because it doesn't have the doom shading or something

light prism
#

it might be the angles

#

slightly off

#

i put 16 instead of 15

#

but also the shading and the fact that its wolf3d map

#

@haughty flower - welp Hexen does it for every map

#

its good if you want to create the illusion of a larger world

#

rather than having maps as 'stages' that you 'complete'

haughty flower
#

I see

#

whelp I just finished adding support for those exits because why not

#

i think thats all the exits now

surreal meteor
#

its my brothers first map

light prism
#

brightmaps :3

severe harness
#

Hey, does anyone here have experience with Doom 3 and shaders?
I've noticed that Doom 3 BFG has a renderprogs directory and not Doom 3.
I'm working in Doom 3 and I'm trying to add Half-Lambert but to do this I need access to a interaction.pixel and other files found in a renderprogs that normal Doom 3 doesn't seem to have.
So does anyone know what a solution to this could be?

vocal crypt
#

that's starting to look a bit more like the DOOM shading

golden drum
#

@surreal meteor is the red door broken or am I just missing something

light prism
#

@golden drum - i think he forgot to flag it as repeatable

surreal meteor
#

@golden drum its just broken. its repeatable now and the tags and pegs are all correct.

#

it wont open

golden drum
#

ah

#

kk

light prism
#

imo it just needs some texture variation

dusk terrace
#

something weird happened to my doom mod for no reason, after i saved the pk3 file and decided to test it there was no double barreled shotgun (im playing on freedoom2), no rocket launcher and no 2 custom weapons that worked before and now dont. can someone explain what happend?

red peak
#

I bet it's Freedoom causing incompatabilities

dusk terrace
#

it worked on freedoom2 before

#

but it started doing crazy stuff now even though i did not change anything than changing the texture definitions file

surreal meteor
#

first actual map from my brother.

#

what do yall think

golden drum
#

lolwut

#

no weapons on the map?

#

oh hold on

#

in this meant to be played in brutal doom?

#

@surreal meteor

surreal meteor
#

@golden drum it can be played in brutal but there should be a chaingun next to some armor to the right when you enter the 'base' and you can grab a shotgun from a zombie right around the corner

golden drum
#

?

surreal meteor
#

@golden drum holy kek

#

he forgot to move the spawn

golden drum
#

map01 is some weird room

#

lol

surreal meteor
#

one sec

golden drum
#

That explains alot

#

'cause I mean there are pro af doomers out there but pistol only against cyber imps and cyber barons is just crazy

surreal meteor
#

yeah

golden drum
#

kk will try

surreal meteor
#

ty

golden drum
#

@surreal meteor

A bit too dark at the beginning

The sectors that the switches are made from in the beginning have the wrong light values

The Lockers after the yellow key have weird sector heights

The music get's really annoying after a while. I'd consider using a less intense and heavy track, considering it's a long map

The difficulty curve spikes up suddenly going into the portal after getting bfg.

Just grabbing invuln and spamming bfg makes for meh gameplay, or GUT WRENCHINGLY DIFFICULT RIP AND TEAR YOUR BALLS OFF HARD if you run out of invulns

The whole thing with the teleporting on the pillars is AIDS,

not much detail in the hell section, same with a few other sections too.

#

Oh yeah one more thing. your brother went "a bit" overboard with the custom enemies. People who are good at doom can be expected to deal with hard levels, but that's because everyone knows how the enemies act, while in this there are wayy too many enemy types introduced to actually learn all of their attack behavious

surreal meteor
#

@golden drum my brother said to adapt and overcome. but i specifically made the teleporting to be aids just for the hell of it

#

get it

#

also im going to go through the other sections and 'fix' the lack of detail

vast pulsar
#

Y'all like the demon fashion show?

light prism
#

really better to keep custom monsters in their own wad

#

and have them as replacements

tender sorrel
#

item sprites

light prism
#

nice

#

so red and yellow thread = blue and green mana

tender sorrel
#

well not exactly but close

light prism
#

do you have a crafting system or what

tender sorrel
#

sort of?

#

those threads turn into special items if you managed to gather enough of em

light prism
#

OH I SEE

#

oopscaps

#

i would expect a crafting system in a game called 'tailor girl'

light prism
blazing root
#

@surreal meteor Might I suggest a warning to not use ketchup/pb/bd? Cause once you hit the Hell area you end up with nuts style lag

#

Aside from that @golden drum pretty much nailed what issues I have from just getting to there

#

Well one last one I'd

Those chainpinkies? Tone back the damage or fire rate

#

Cause holy crap those things rip through your health something fierce if you don't abuse the platform for cover via mouse look or something

#

Mainly fire rate really. Cause give em any form of a chance and as I mentioned it's a good chunk of your HP just gone

#

Oh and that switch to re open the door to the hell portal? Make that reflipable if it shuts before you go through/door stays open

#

Cause it can catch out first timers who might see the room and decide to grab pickups only to be caught

light prism
#

I think i'mma make my caco's fire eye lasers instead of projectiles

#

like it targets you and charges up and fires a beam for a couple seconds

#

sorta like the hell razor guys in doom4

prisma saddle
#

Make your cacos have to eat fireblu in order to shoot.

light prism
#

but they dont even have blu

#

they have voronoi crackle yellow/red

prisma saddle
#

Oh.

#

Maybe make it so fireblu turns them into a charged caco then.

light prism
#

if there was one word i would use to describe bsp map geomtry, it would not be 'edible'

#

oh thats not a bad idea actually

#

have them be more powerful over lava or somethin'

#

plus that's easily checkable

#

ill look into it

surreal meteor
cerulean frigate
#

Does anyone here have practice with loading up 3d fpp weapons in gzdb?

#

I am trying to load one up I made so I can adjust the offsets

#

The modefdef and doomednum is all the way it's supposed to be

light prism
#

its actually reaaally annoying getting the alignment correct

#

youll want to find an existing weapon and look at how it is offset

cerulean frigate
#

As in load up another mod and compare?

light prism
#

yes

cerulean frigate
#

Have any good ones in mind?

light prism
#

no

cerulean frigate
#

I just tried PsychoPhobia

#

And nothing is showing up

light prism
#

if i was at home i could give you an example

cerulean frigate
#

I tried Total chaos

#

Keeps making the editor crash

light prism
#

you ARE talking about getting it to align on the players HUD properly, right?

cerulean frigate
#

Yes

#

I tried to get it to load up in game

light prism
#

what editor are you trying to open in

cerulean frigate
#

The sprites vanished, but the model isn't appearing

#

Gzdoom builder

light prism
#

this doesnt make any sense

#

you cant use gzdoom builder to extract the model and see how its offset works

#

or to view anything from hud perspective

cerulean frigate
#

I'm able to load up other md3 models in it

#

Figured I would load up another one from a mod that already has the offsets adjusted right, and compare

light prism
#

you realise that hud models work differently to regular models right

#

regular models have their offset from origin 0,0,0 like a sprite does

#

hud models work differently

#

and you never render a hud model from gzdoombuilder

#

just the pickup

cerulean frigate
#

I see

#

Alright then

#

Thanks for explaining

light prism
surreal meteor
light prism
#

mmm bit more definition

past cradle
#

where he eyes

light prism
#

the red spots

haughty flower
#

You complained before because someone outlined enemies?

#

I have to say, I prefer without the outline.

lament bluff
#

Good night everyone

light prism
light prism
vocal crypt
#

aw shiet

#

apparently it's recommended to use a wacom or graphics tablet rip

#

er

#

the program TMC is using

light prism
#

i use a mouse

vocal crypt
#

Oh

light prism
#

i have tried with a tablet, i prefer keyboard and mouse

#

for the hotkeys

#

tablet is ok for precision strokes and all but you can do that by zooming in anyway

vocal crypt
#

you can move the camera right

#

it feels...weird to me not being able to if you can't

light prism
#

of course

#

left click-drag when not aiming at any geometry and it will rotate

#

or middle mouse

#

...actually any button

#

hold down shift and any button and drag for panning

#

middle mouse scroll to zoom

#

Z locks to the nearest axis

vocal crypt
#

huh

#

it autosaved

#

stuff

#

because it crashed

#

Is the alpha part because it's, well, in alpha, or is that just some fancy name

#

woop

#

crashed again

light prism
#

it has stopped development i believe

#

but its enough for what it is

vocal crypt
#

so that's why the copyright stops at 2015

vocal crypt
#

tf

#

Sculptris be crashing when I'm practically rubbing the back of my sculpture.

light prism
#

how many faces?

vocal crypt
#

Apparently I was moving my mouse too fast

#

it hasn't crashed in a while

light prism
#

i have had it crash but usually its when i accidentally make the structure concave

#

and even then its only sometimes

light prism
#

man fingers are a bitch

surreal meteor
#

lmao looks like hes about to clap a niga

light prism
#

its called a-pose, its for rigging

#

means the shoulder has flexibility without distorting too much

past cradle
#

the thing where his chest connects to his upper arm seems a bit weird

#

I'm not actually sure if the chest is supposed to connect to the upper arm πŸ‘€πŸ’¦

#

feeling around right now and its more like the chest is connected to the shoulder which is connected to the upper arm

#

in urs it looks like he has a muscle between his upper arm and chest

light prism
#

well it is a wip

#

i do need to pinch around the shoulder

#

shoulders/armpits are hard to get right

#

pinch mode is great for shaping muscles though because it gives them a nice natural shape if you do it right

#

more worried about his face tbh, too busy

#

oh i see what you mean, thats because i pushed his chest up a lot to make it look more emaciated

past cradle
#

oh I c

dusk terrace
#

is it possible to use $random in sounds like dsplpain because i want to make my hurt sound have 3 variants and it does not work for me when i make it like this
can somebody enlighten me please

frail slate
#

Gasp1.wav

dusk terrace
#

gasping sounds from goldeneye when bond gets hurt

light prism
#

that definition is the nicename

#

or the 'logical name'

#

you need to define it as such

#

and youll need new $playeralias'es

#

er, $playersound

dusk terrace
#

now i have no hurt sound

zinc egret
#

Why .wav? Why not convert to .ogg and save some space?

past cradle
#

hey my dude lemme help u out

#

$random player/feet { player/feet1 player/feet2 player/feet3 }
player/feet1 pfeet1
player/feet2 pfeet2
player/feet3 pfeet3```
#

this was yanked from metadoom

#

so what you'll wanna do is uh

#

$random player/pain { player/pain1 player/pain2 player/pain3 }
player/pain1 "sounds/gasp1.wav"
player/pain2 "sounds/gasp2.wav"
player/pain3 "sounds/gasp3.wav"```
#

however this assumes u r using a pk3 and not a wad

#

if you're using a wad then change it to:

#
player/pain2 gasp2
player/pain3 gasp3```
dusk terrace
#

im using a pk3 thanks for help

red peak
#

So I'm helping a bunch of guys develop a mod, and need some advice

#

One: is having tons (19 to be exact) of custom enemies with random spawners a good idea?

shadow bone
#

No reason why it couldn't be. Comes down to whether you can properly balance against that.

#

The problem with random spawners is they lack the "intelligence" that comes from hand-placement.

#

Without proper planning, the player may end up facing the equivalent of a Baron or Mancubus with only a pistol

#

Lots of monster types also has the problem of being "kitchen sink" in regards to balance

#

Where each enemy isn't really that unique or important or whatever

red peak
#

Two: is it better to stick to vanilla balance, or to counter powerful monsters with powerful weapons?

shadow bone
#

I'd say that comes down to personal preference and what type of game you're going for.

#

If it's obviously doom-like, then most people will expect doom-like balancing

#

The less doom-like it is, the more you can play with different balacing styles

#

For questions like this it generally comes down to "it depends"

#

Β―_(ツ)_/Β―

#

Nothing is better/worse, it's just how you approach it

red peak
#

Apparently the mod works fine in Zandronum but has issues like broken sprites and weapons not being replaced in GzDoom

#

What could be causing this?

light prism
#

load order?

#

things being inherited from skulltag-specific actors?

red peak
#

The mod is being loaded alone

light prism
#

try loading it with skulltag_data

#

(first)

light prism
#

or zandronum.pk3

light prism
light prism
past cradle
#

him swift

#

doesn't seem like he is stepping with his right leg though

red peak
#

Question: does SlumpED cause compatibility problems?

#

Most of the team I'm in use Slade, but the project leader uses Slumped and for some reason I can't open the latest build in Slade; it causes an error.

timber bridge
#

chicken demon

light prism
#

yeah i should probably look at how a two legged creature would run

#

like an ostrich

timber bridge
#

looks more like a big chicken or duck

red peak
#

The Decorate file contains code for random spawners.

#

All the monster variants are placed into the directories.

#

The monsters can't be spawned by the spawners, or even by the console. What am I doing wrong?

hexed sky
#

who the heck still uses slumped in 2018?

shadow bone
#

Are you using #include properly?

#

the game doesn't know they exist unless the main DECORATE lump points to them

#

And you can't sublevel stuff like sprites

#

Also, use SLADE; SlumpEd is waaay out of date

red peak
#

He insists on using Slumped and says it's easier to use.

#

Even though it's already caused problems, several sound files got deleted after he open the file in Slade once

#

Also I never knew about #include, I'll look into it tomorrow

shadow bone
#
decorate\
β”” zombie.txt
  ...
sprites\
β”” zombie\
  β”” zom1a0.png
    ...
DECORATE.txt
β”” #include "decorate\zombie.txt"```
#

This is what I'm talking about

#

Regarding namespaces

#

The data has to be properly separated

light prism
#

i wouldnt use slumped or slade really

#

just explorer

#

i would use slade for modifying sprite offsets and thats about it

zinc egret
#

SlumpEd is obsolete

#

So is XWE

light prism
#

using wad format is obsolete

red peak
#

Wait

#

I have to do this for every individual file in the directories?

surreal meteor
#

Hey guys, how would you get a monsters decorate to call a specific sprite?

vocal crypt
#

Elaborate, please

surreal meteor
#

basically im trying to resprite the caco

#

and the new sprite will not show up in game

vocal crypt
#

Well, it looks like the sprites are not in your wad file

surreal meteor
#

for right now there is only one

#

to see if i could get it to work

vocal crypt
#

Well, in a state you would use NAME (Letter) (Tic Number) (Whatever property you want to use). If you don't know what I'm talking about, look up a monster on the Zdoom wiki

#

Like a cacodemon or a zombieman

surreal meteor
#

im on that page rn for the caco

#

one sec

#

so what would i type into the decorate for the sprite to show up instead of the cacodemons?

#

also sorry because i am a complete noob to this stuff

vocal crypt
#

Did you change the sprite name?

#

If it's the same name it'll still use the cacodemon sprites

surreal meteor
#

yea i changed it from HEADXX to MEATB1

#

HEADA1 to be exact

vocal crypt
#

Alright, so I think it'd be something like this MEAT B 1 (Insert whatever property you want)

#

In the state

surreal meteor
#

alright thanks man

#

so now it shows up in doom builder but it shows as an error in game

toxic dirge
#

heya, can someone help me with some decorate stuff? basically im trying to make a death animation for a npc that only triggers when its hit with a specific damagetype at a specific distance

surreal meteor
toxic dirge
#

@surreal meteor Rename the MEATB sprite to MEATB0

#

that way you tell the game it doesnt have rotations

surreal meteor
#

okie

#

thanks

toxic dirge
#

and uhh for your states instead of doing
SPAWN : MEAT B 1 and thats it do
Spawn: MEAT B 1 Loop

surreal meteor
toxic dirge
#

Just so that it's more organised

#

and it doesnt fall thru to other states

surreal meteor
#

alright

toxic dirge
#

and uhh the number at the end is the rotation, it goes from 1 to 8

surreal meteor
#

also it does have rotations but i heard there is some way to get them to mirror?

toxic dirge
#

You can do for example
MEATB2B7

#

and it will mirror it for b7

surreal meteor
#

alrigh

toxic dirge
#

its super convenient

surreal meteor
#

well now it just shows default caco again

#

huh

#

this is the new decorate btw

#

Actor WakoDemon : Cacodemon 16000
{
Health 100
Speed 24
States
{
SPAWN :
MEAT B 0 A_LOOK
Loop
}
}

toxic dirge
#

do meat b 1

#

the number at the end in the decorate script is the tic count

#

so, 1 will show the sprite for 1 tic

#

35 tics per second

#

if you put 0 at the end of a sprite name it will tell the game to not do rotations for it

surreal meteor
toxic dirge
#

also, move map01, textmap, znodes and endmap to the top of the wad, Ive had issues in the past because maps were below everything else

surreal meteor
#

sorry btw i am a huge noob with this stuff

toxic dirge
#

np

surreal meteor
#

R_InstallSprite: Sprite MEAT frame B is missing rotations

#

i get that error when i try to run in GZdoom

#

I havent tried other engines yet

toxic dirge
#

thats because you have rotations 1 thru 5 only

surreal meteor
#

oh yea

#

front - front left - left - back left - back btw

toxic dirge
#

rename MEATB2 to MEATB2B8
MEATB3 to MEATB3B7
MEATB4 to MEATB4B6

#

done

surreal meteor
#

I can run the game now but it sttill shows as caco

toxic dirge
#

It will once you alert it

#

you only replaced the idle state

surreal meteor
#

how to replace alert state too?

toxic dirge
#

hmm

#

for now, turn the monsters away from the player in the map

surreal meteor
#

okie

toxic dirge
#

and just see if it works then

surreal meteor
#

yes

#

IT WORKS!

#

now to do the alert state

toxic dirge
#

now you can copy the other caco states from the zdoom wiki page and replace the sprites

#

just copy the states only

surreal meteor
#

alright thanks dude

#

it still wont stay the normal sprite

#

it changes back to caco once its actrivated

#

Actor WakoDemon : Cacodemon 16000
{
Health 100
Speed 24
States
{
SPAWN :
MEAT B 1 A_LOOK
Loop
SEE :
MEAT B 1 A_CHASE
Loop
}

#

}

#

thats the current decorate

surreal meteor
#

Got it found out

#

So if i wanted the MEATP 1-3 to show as the pain animation how would i do that?

#

without giving it rotations?

light prism
#

MEATP0 MEATQ0 MEATR0

#

the number is a rotation, not a frame number

#

0 means 'no angle'

surreal meteor
#

alright thanks man

surreal meteor
prisma saddle
#

It's a bit small.

#

Mind upscaling it so we can see it better @surreal meteor?

modern mason
#

S'gettodemon

surreal meteor
timber bridge
#

italian cacodemon

prisma saddle
#

It's an interesting Caco.

#

It does look like a hellish meat ball so you get alot of points for that.

#

But it looks so, happy for some reason.

surreal meteor
#

yea it is

#

lmao thats what i thought

#

its a happy lil weirdo

vocal crypt
#

Sculptris I presume?