#classic-doom-maps-mods
1 messages Β· Page 78 of 1
ah
Flying Spaghtcaco Monster
him meatball
that's a spicy meatball
First level out of the level pack im thinking of making, any thoughts?
Get that one instead^^^
actually trying to make a map for the first time, but more focusing on how to make polished geometry (and later polished texturing) than making something that is interesting to play in doom
Any secrets yet?
so far what you see is what you get, thereβs a smol player spawn in the bottom right corner
also this map is deceptively large
like 330 meters wide
Could this be the return of the Dog bot.
is there something wrong with this code because in game i have no fists at all now
and i defined the slot
is ~ even a valid character for an actor name
works for my pistol so i think it is
still
deliberately using an extended character at the start of an actor name
kinda stupid
hey guys, if i try to put more than one texture pack into my wad do i need to change the TEXTUREx name from texture1? thanks
I havent checked
no they dont have the same names, except for the TEXTUREx file name
Heres the wad so yall can look
I haven't looked at the wad, and don't know what you know already, but I think the most appropriate way to use textures is either to use everything from 'one' already compiled texture pack
OR
handpick all the textures in a texture pack you like, export them as PNG's into a folder, then create a new wad, jam all the images in, and create a new PNAMES and TEXTURE1 lump from the stuff you picked from
I think that's the cleanest and most appropriate way to do it.
I've heard there are wad tools that will clean out all the excess textures that aren't used on your map(s), which might be something to look into. I've never done that before but if anyone could link to one I'd like to try it out.
When a mapper put a lot of new textures inside his PWAD, it soon become too hard to delete the unused textures when mapper plans to release his masterpiece. ...
Oh hey, 40 is here
hi
Hi
So according to Ling & co is because you engaged in one too many arguements that spiraled out of control on DW?
?
I was speaking to @vernal topaz
@zinc egret sorry for the 5 hour delay -- did you hear that directly from Ling?
I think that's the speculation. Ling sent me a private message regarding a certain banned doomworld member who was posting on doomer.boards.net
Sarais is the mongoloid idiot that he was referring to
but Ling said in the message that he's been receiving messages asking why I should be allowed to post on dw if I'm allowing sarais to post whatever he wants on my board, and he was inclined to agree
his words were something to the effect of that I can either ban sarais now or I can pay for it with my account on doomworld
and I responded to him saying that I would handle it how I handle it, and my account was banned shortly after.
I'm paraphrasing because I can't remember exactly what was said by him or me -- i didn't screencap it and i don't have access to my PMs now, so take what I say with a grain of salt
but I was for sure given an ultimatum that had no room for negotiation.
politics
and I wasn't ok with that
i still think ur cool
thanks
i've seen at least a few people from doomworld get banned for speaking up on my behalf, or for what they say on doomer boards
it makes me sad
i don't want to be an enemy of doomworld, i just want doomworld to be cooler
i want a community where mods arent awkward nazis
people say im an awkward nazi!
do you mean like nazis like "you don't believe in marxism?? you must be a NAZI" nazi?
i mean it in the most generic way possible
or like "I ban people because im emotionally unstable and i need people to respect me"
like 'oh you made a minor infraction? BAN!'
its hard to tell sometimes
discord seems to be pretty heavy on the moderating compared to irc
its basically irc with voice chat and image posting
yeah
and colored names
woo hoo
and text formatting
i gotta go, ill be back tomorrow
I havent seen you in forever TheMisterCat, I wanna catch up some time!
cool
how is it that i've been making maps for the doom community for over 10 years and im looking at this doom modding channel with 391 people in it and I don't recognize ANY of these names
Because most of those people are active in their own communities and don't bother coming here
Β―_(γ)_/Β―
TBH, this is the server for the /r/Doom Discord, and that subreddit doesn't offer much for anyone that already has a place in some long-existing classic Doom community.
I'd like to change that, but even as a community veteran I really have no idea how to make it more engaging.
I guess people are spread pretty thin
Is there any way to find megawads that are fully vanilla compatibile? I mean, just maps, no new textures, mods etc. I hope you know what I mean.
The /idgames archive has a ton
That's where most vanilla-compat stuff gets put eventually
if you search "vanilla" with the search type 'whole text file' that might help
though you're going to want to read the text file, as wads with new graphics are still considered vanilla
i see
I can think of a few off the top of my head, I think DMONFEAR.wad is a megawad with no new textures
D2INO.wad i think doesn't use new texutres
thanks
JOW.wad
kssht.wad I think
wow i didnt realize how hard it was to find megawads with no new textures
Stone.wad I think, but that has 20 maps
VILE.wad
Vilecore1.0.wad
im gonna try them out
VILE.wad says it has new skies
in my experience most of these wads aren't that great
Stone.wad was pretty good though
and kssht.wad is very good
doom 2 in name only has the secret levels with the new textures
forgot about that, thanks
kssht says it has new graphics but it might be referring to the title picture and not actually textures, I don't remember it using any new stuff
maybe skies but idk
I recognize Caligari, 40oz, Gutawer, Nambona and a few others
Pretty sure you still can upload to /idgames/ despite the forum ban, right? Or no?
Doomworld's /idgames is just a mirror of the real one on gamers.org
So whatever their policy is
Keep in mind you probbly need to know how to use FTP
Or the http version
@zinc egret I've read that banned members can still upload to /idgames.
You can always email the maintainers to clarify
sup
Hey
ah man
i was trying to make a complex stacked portal area last night
sky bleeding all over the place
how do make contiguous π¦
where is Peanut when you need him
nm fixed
Tis a nice looking map.
muy bien
If you're using textures from some kind of resource pack in DB, make sure that pack is being loaded when you start GZDom as well.
Also, make sure you're using the correct IWAD
Heres a better second pic
is there anyway to have it all in one wad? im using slade to put them into one wad
also the sky is different but the sky is in the pack as well
You mean all the IWAD textures?
There's a "Doom1 textures for Doom2" pack out there
But other than that you can certainly put textures you want to use into your wad.
is there a way to make discord not notify me of "NEW UNREADS" in channels i dont give a shit about?
right click a channel and mute it
does that make it so i can't see anything in that channel?
No, just mutes the unread
ok
@shadow bone Yeah im using the doom1 textures for doom 2 and another one just called extra lights
All you should have to do then is make sure that the texture pack gets loaded also when you start GZDoom.
Or you can copy the textures from the texture pack to your WAD
That being said, making cross-game content like that is a little more legally gray than most modding, if that's something you care about. id Software has historically not liked it if people put Doom1 stuff in Doom2 or vice-versa, because they are supposed to be sold as separate games.
ive never heard that before
@vernal topaz - you can turn off notifications per-server
Oh thanks
I found out what was wrong with my wad's textures. I had two different packs that used the same names and i only needed one so now its fixed
good!
ooh!
needs more highlighting imo
i dont want to go crazy with the fullbright but the lighting is a bit flat
Yeah, could use some more variance in light levels.
what map editors do yall use? also, how do you do the spinning fans in the ceiling with shadows under the blades? thanks.
everyone uses either gzdb or slade
gzdb being preferred
as far as spinning ceiling fans it really depends
the easiest way is to have textures
the other way is to script sectors to raise and lower instantly in a sequence
if i was doing it i would have an animated fan texture with a duplicate texture shaded black, i would then make an extra sector around the fan to represent the scattering of the light, then have a 3d floor with the shadow fan texture rendered translucently just above the floor
sheit
of course if you wanted a more vanilla approach you would have to create textures specific for each situation
also @light prism do you have anything readily downloadable? your stuff looks amazing I'd like to try it sometime
dude that was unbelievable
it only uses ten textures lulz
I don't think I've ever seen a DooM mod use scripted music sequences.
LCA does?
do any of you guys know if it would be possible to re-create an area similar to the arcane sanctuary from Diablo 2?
its basically just getting a nice looking animated sky and getting things to properly spawn on top of the 3d sectors
or you could use stacked portals
Something I've updated on The NIGHTMARE! Palace, a painting replacement
"Steel Militia" by scotty -- Doomer Boards Community Project #01
https://i.imgur.com/lxUN2V4.jpg
release date April 01 2018
dat vanilla aesthetic
question, has anyone tried making doom 1 and 2 maps in doom64/doom64EX? i think that would be neat
what do you mean
making a map for the zdoom port of 64 would be exactly the same as mapping for anything else
mapping for doom64 itself would be uhhhh
difficult?
the format is basically the same but how would you inject it and play it
i just wanted to know if anyone had made doom 1 and 2 levels for doom64, pc port or otherwise
doom64 ex is the pc port i am most familar with
yes
pretty sure you could do that without having to re-map anything
i figured it COULD be done. i was just wondering IF anyone had done it
I don't believe so
in doom 64 the player's viewheight is somewhat higher and the pixel ratio is 1:1 so the normal doom levels are gonna feel a lot smaller
What's the best looking Id tech 4 mod in your opinion
Hey, I haven't coded in months.
I have a question,
I'm making a standalone blood-effect mod to get myself back into things, I want the blood effect to change depending on the amount of actor the actor takes, without actually editing the actor that bleeds.
Is that possible with DECORATE?
the amount of damage the actor takes you mean?
the 'blood' actor does this natively
read plox
so just inherit from it and use the hardcoded behaviour to your advantage
Anyone willing to give me a hand with this?
I'm following a tutorial for 3D floors, and even though I follow the tutorial to the T, it still won't work.
just a sec.
I'm using Doom Builder BTW.
The little box on the left side has one of its walls with the 3D floor attribute, and the area in the middle has the same tag number as the 3D floor wall.
@light prism pinging you in case you missed it
oh sorry
checking now
it is there
you just have opacity set to 0, so its invisible
@remote coral
wait what?
btw ceiling and floor are essentially 'reversed' with 3d floors, meaning the inside 'space' of the sector is the solid part of the 3d floor
so like the ceiling height is the top floor and the floor height is the underneath ceiling
btw use UDMF format
UDMF?
you're using Hexen format
UDMF is far better
its worth the switch early on so you don't get used to using antiquated methods to do things
I used Hexen format because that's the one the tutorial used.
Also, where do I change the opacity?
there is no difference for making 3d floors
on your line action it's the 4th parameter
change it to 255
I set the alpha to 255, and there's still nothing.
did you test in-game?
shouldn't it show in the editor too?
just asking
It works in-game.
nothing
it toggles all non-vanilla effects
like slopes, 3d floors, transfers
are you using an up-to-date gzdb?
and what's that then?
yes.
go help-about and tell me version
you should update
but hey uh
if you press tab, you should see on the log line at the bottom left of the window
'enhanced rendering effects are ENABLED/DISABLED'
Now ot just figure out what old files I need to delete.
I should still probably grab my map files though.
Plus I have GZdoom installed in the same folder.
Probably wasn't the wisest decision.
just put it in a new folder then
mmhm
PBR?
Interesting.
Anyone here joining the Vinesauce mapping contest?
theres another one?
Ye.
...never mind then.
The submissions are over.
Now to just wait for him to actually stream them.
creamy
Shiny.
still waiting for those streams
also dawm
those look nice
a gif doesn't really do it much justice though
should have done a webm
Can someone tell me if GZdoom 3.2.5 is under the GPL license or not?
It is
How do I use UDMF in Doom Builder?
nvm.
I found a game config named "Zdoom (Doom in UDMF format)"
I think this is it.
Is it?
Well
I upgraded my Doom Builder and GZDoom, but pressing tab still doesn't show the platform.
But wait.
Are you talking about GZdoom builder, or Doom Builder 2?
DB2 might be too old for UDMF, it's definitely too old for its full feature set at any rate
You should just use https://devbuilds.drdteam.org/gzdbbf/
Unless your computer can't run it or something
That might explain things.
"Update check failed: failed to retrieve remote revision info.
Check your Internet connection and try again."
What?
"Unable to read the map data with the specified configuration. IndexOutOfRangeException:" is what I get when I try to load my old map.
Well shit.
Eh, the map was mostly for experimenting with doom mapping.
I hadn't even placed a single enemy in yet.
Which script type will I use?
This looks like I should work, but it is still not visible.
Even though I press tab.
Unless I did it in reverse or something.
what are you trying to do?
The only next logical step is to add bump mapping
it has normal maps
well some textures, still working on it
increased the spec/gloss on the hex
Is this your map?
I'm guessing it's better to first set up the general layout of the level before doing any of the more final touches.
its my map and my texture pack
and ill work on em in whatever order i gosh darn well please
The latter comment wasn't about your map.
It was just me thinking what is a good workflow for making a doom map.
What the hell did I do?
Invisible revenants?!
sometimes i just want to detail and other times im thinking more of trap setups
How does one determine whether an enemy can hear gunshots?
GZdoom builder doesn't have the "deaf" setting, so what replaces it?
kk
but for some reason, I put two chaingunners and a revenant behind a door and gave none of them the ambush tag
yet they still can't hear me
Sound is blocked if there's no open path between sectors, so doors block sound because the sector is closed.
If you want them to hear you behind the door, you need to make some kind of path for the sound to travel.
I'm guessing even the smallest rat hole through a wall is enough.
Yes. There's a bunch of maps in classic Doom that do this (MAP01 of Doom2, the hidden imp closet, for example).
The one on the exit door layer or atop the elevator?
Because i thought the lower imp closet opened via proximity.
Lastly, how do I not have the sides of a door slide open?
I see it in maps all the time, and I don't want that newbie issue to be in mine.
The one next to the caged imp near the exit door. Those imps will hear you if you fire a gun in the last hallway. If you fire before that hallway, they won't hear because the hallway has two "block sound" lines. Clever design, really.
Are you referring to the "door tracks"?
If so, set those lines to "Lower Unpegged"
How did you make the top bit invisible again?
I wouldn't have lowered the ceiling all the way down if the middle texture didn't get stuck to the ceiling instead of the floor.
You were supposed to shift the midtex down until it was at the floor, not lower the ceiling of a sector until the midtex is at the floor.
midtex?
A side has three textures: Upper, middle, and lower
It is the midtexture.
I think.
Which one do I change here then?
I remember there being some trick where you put a missing texture atop a wall, the walls would become seethrough
The strangest thing is
I've done this once already.
So why do I not remember how to do it?
And midtextures are usually possible to pass through them.
So how did I make them not that back then?
in the properties tab amongst a very very long list of attributes one of them is something like "impassible"
check that one
Makes sense.
Now to just figure out how the hell I'm supposed to get that grate down from the ceiling.
And invisible/see-through walls too.
I can make opaque ones. I think.
on the front tab one of the offsets makes the grate not be Up There
i think the second middle offset?
I thoight it only moved the texture along the small grate texture -high area.
That brings to another question.
What if I want i the midtexture to be taller?
idk this is where my knowledge ends
A rough week and lack of inspiration is why video uploads have been erratic. Get it here: https://forum.zdoom.org/viewtopic.php?f=42&t=57398 ----------------...
@remote coral if you want a midtexture to fill the area between ceiling and floor, check the 'wrap midtexture' flag
on the lines in question
Goddamn
It was probably a good idea for me to switch to GZDoom builder
This is so much more advanced
yep
Y'know what irritates me the most though?
The fact that the visual mode hotkey was changed from W to Q.
You can change all the keybinds in the settings
Is it possible to make a door open if an imp fireball hits it?
I tried putting a linedef in front of the door with "any crossing non-missile activates"
wait, the door?
So you don't have to put a linedef in front of it?
you shouldnt have to
depends though
are you expecting the fireball to be able to pass through the door
like, the door opens well before the fireball gets there?
No, I want the door to open when the fireball hits it
This is what I have.
the selected are on the side is the door.
the line has to be part of the door and have its front side facing away from the inside of the door sector
I have added this property to all of the sides of the door.
Do I just need to attach this to the sector?
it only needs to be on the twosided lines of the door
twosided lines?
lines that have a sector on both sides of them
So the ones that are facing open air?
they show up as darker
yes
you see the lines have little sticks pointing out of them
I know the front and back side.
if you press shift-2 with that selection it will select only the two sided lines
still doesn't do anything.
fine, clear your selection and just choose the sides that have door textures on them
the sides facing out from the sector with a door texture on their upper texture slot
those are the only two lines that need a door special (raise, open, whatever)
But do I need to tag the door?
and that special can be flagged with repeatable, use, and projectile crosses/hits
This is what I have on both of those.
not if the lines are part of the door sector
thats more for if youre opening with a switch or a line cross
actions will always apply to the sector behind them if you leave tag as 0
Well
I have both of the open air sides of the door set to those settings
I haven't tagged the sector
And it still doesn't work when an imp hits it
goddamnit
Here's the map if you want to have a look. The problematic door is in the bottom right corner.
hmm i made my own
and youre right
it works with player projectiles but not monster
but it's any crossing non-missile.
So wait
could a BFG activate it?
Show me what parts you've selected and edited.
tag the door and make a line in front of it that is activated only by projectile crosses
impact doesnt seem to work for some reason
probably not
why are you even trying this, its not like the imp is going to shoot at you when the door is closed anyway
It's an experiment.
Now I put it further away, and the imp fireball doesn't open it.
But guess what does?
The player!
This is so aggravating
Sure, that works.
I'm just trying to make a door close when it gets hit.
I can make that with bullets.
last newbie question.
How do I select the song that's supposed to play in the wad?
@remote coral I submitted two maps and my brother submitted one. although he probably wont play my second one. heres both of mine if you want to see them.
'my first wad' is obviously a joke wad
But can't you submit only one?
And now do I see if I'm playing on hardware mode?
I like your WAD already
2spooky
I managed to break your map
(thought you can't go anywhere from here, so this map break was useless)
I didn't jump up there BTW.
I love the spinning red lights.
Great WAD though.
A bit too many spectres for my liking.
@remote coral did you shoot the eyes lmao
also you're supposed to go back to the start room once you get all the keys
to get to the end
I did go there.
oh
Overall a satisfying wad.
i made the arch vile friendly just to scare joel lmao
No, I meant that you couldn't go over the stairs in the spot where I took the screenshot.
oh
I managed ot run to the place I was standing on from the balcony on the left side.
Without jumping.
oh dang
honestly if you got the blue key without going through the other side thats fine
it makes it a lot easier to get bfg tho lol
also i just made another account to submit the other level
oof
wouldn't the disqualify you from the competition?
Anyway
how'd you make that rotating spurdo?
And where did you get the custom assets?
I remember there being some website dedicated to the latter.
Spurdo? also i got the assets from realm667
Two Simple Eggs (Okkim)#2629 has been warned
Wot
How was that rule breaking? It was a pair of countries.
I don't understand this server sometimes.
The dong was technically censored.
The countries were in the way.
this is #classic-doom-maps-mods
if it was a dong made of sectors it would have been fine
So for texture work, are parallax textures a possible thing in the gzdoom engine?
like parallax mapping?
not natively
you could probably approximate it with shaders
Alright
The new shader system in 3.3.0 looked interesting
I wanted to see what kinds of things can be done in this engine texture wise
Whoa.
well gzdoom supports two methods atm
normal + specular map
or normal + metalmap + ao + roughness
(+brightmap)
which is essentially pbr
what would be the legality of making a full game using GZDoom as an engine
It's legal, but there are a few requirements.
like?
@prisma saddle
I'm not sure.
if nuts has shown me anything, absurd amounts of shit actually works in the doom engine somehow
Looking good Cat.
filtered tho
random question
ive seen people replace items with 3d models, is it possible to replace guns with them
that is some sexy shading
preview of what's to come in joel's doom wad contest, when he fucking starts it
@main lichen well Ion Maiden is made in the Doom engine
Not sure what sourceport though
No, it's make in Eduke, which is a build engine port.
Still based on Doom's source code IIRC.
That, or Duke Nukem 3D's.
ah, we postan stuff we made for jobel?
I can't wait to watch him get spooked
Detroit Is In Chicago: what would be the legality of making a full game using GZDoom as an engine
@Detroit Is In Chicago#0342 Mostly, you have to follow the GPL.
a big part of that is making the source code available
Obviously you have to have the rights to any creative assets (textures, sprites, sounds, etc) you use.
jesus christ
i have no chance with this
like
how
even
do you make gzdoom look this good
code
That's for the doom mapping contest?
Goddamn
Are you sure you began working on it when it was announced?
Lastly, why do some of those pics look like they're DOS paintings?
Is it a deliberate artstyle?
People have managed to connect every single map of all four of Doom 1's chapters
I'd say it's possible to make chicago too
oh that?
I started after it was announced, yes
and I finished like 4 days before the deadline
it was pretty tight
@light prism That's cool i didnt know you could make floors all glimmery like that
they look wet lol
btw if anyone is looking to practice some mapping, I have a little mapping gym over on doomer boards
there's a little mapping event going on here for the month of april: http://doomer.boards.net/thread/1137/ti-community-project-circle-caina
Sup Doomers. While you're waiting for DB#01 to get wrapped up, today we can start mapping for Doomer Boards community project #02! ooga booga! It's pretty simple. Below is a wad which
@vernal topaz - yeah pbr just got introduced in one of the latest revisions
that's cool, do you have to like... edit it into your maps or is there like a general definition file that works on all textures?
is it possible to replace guns as a texture with 3D models like you can with items?
People have done it with enemies, so I'd imagine it's possible with weapons.
@royal wave perhaps you can help here. Didn't you use weapon models for some project you're working on?
Ah
hunter's moon does model weapons
Ooo, yes, good example
I do know how to use blender, kinda
yeah I bet you do
Can't animate for you though
@vernal topaz - it's just like doing brightmaps basically
just a definition file, or stuffing same-named files under the 'auto' folders of normals\ specular\ etc
@main lichen pretty sure i told you that yes, you can make hud weapon models
its exactly the same method as doing models for anything else, except the origin is a bit wacky
yo, 40oz is here? Shit I heard about what happened recently
I didn't
me neither
let me guess, admin/moderator drama on a forum/another server
banned on doomworld for stuff that didn't take place on doomworld
exactly
And that's why we don't take that place seriously
40 ounces of exactly
malt liquor, orange juice, semen, whatever
40 ounces of exactly what
All of the above?
hell yes
Mixed or separated?
shaken not stirred
@vernal topaz - https://forum.zdoom.org/viewtopic.php?f=39&t=59473
Discussion about ZDoom
they dont look great at doom texture resolutions really
so im remaking my texture pack at 2x
but yeah, sarais is banned on doomworld and he signed up on my forum -- and linguica sent me a message ordering me to ban sarais from my forum else he will ban me on doomworld
damn
Specular style looks pretty decent with Doom textures, as per Nash's demo
and i responded with a message to the effect of "we really should talk about this" and I was banned shortly after
That's honestly bs
I didn't know linguica would do something that dickish
Despite Sarais' reputation, that's no grounds for someone to ban you
@shadow bone - yeah, in the demo he has simple line/tiles, but when you get more complex/gritty stuff it looks poo
(ive been experimenting)
looks better at higher res anyway
it was the final straw I think, Linguica is tight with a few people who hate my guts
so I think he's been looking for a reason to get rid of me for a long time
i skirt around the rules a lot
you do cater to the community members that gets banned. Contrary to popular belief, most Doom staff don't ban because fuck you, so seeing someone offer them a second chance is not a very favorable image
yeah i understand it
that's the image I have, but I cater to all doomers
there's a lot of private message exchanges I have with plenty people who wanted testing/mapping feedback
but I didn't have access to people who have been banned for other reasons until doomer boards started up
idk i shouldn't be making excuses -- but the moderation on doomworld used to be way more laxed when I first showed up
i cant remember 40oz, do you do sketching
Doom world isn't taken very seriously by the rest of the community
i don't even know where the rest of the community is. Is this it?
This is sort of the Reddit community of Doom
We're a bit different with being all encompassing
But ZDoom, Zand, 3DGE
I've never really heard anything postive spoken about doom world from them
@light prism not really, I've watched a few youtube videos about drawing, and I've made clouds and landscapes to use as skies
its turtles all the way down
i'm fairly neither here nor there on doomworld's moderation, but i don't think saying they're not taken seriously by everyone else is not really accurate
but i don't really have anything I've shared with most people
40oz - Oh, I'm trying to remember who from jetsons did my VTSC mod monster concept art
so many years ago
there's definitely a ton of overlap between people with zdoom and zand accounts and people with doomworld accounts
Then i guess take what I say with a grain of salt
i dont think that was me TMC
I'll rephrase: I've personally have never heard anything positive about Doom world
not mostly negative mind you
i think you can say that about any forum, people don't really go out of their way to talk about forums they like, heh
just nothing that would be put on a metaphorical resume
Pfff, in the Doom community? People never shut up about other places
i've never heard good things about zdoom forums outside of the zdoom forums, because the people who like the zdoom forums have no reason to talk about it outside of the zdoom forums, heh
dude man you're missing out on a lot of right eared things
haha
i generally do prefer being on zdf than on doomworld, but it's mainly because i feel that an annoying minority of people on doomworld have a very old-fashioned retrophile mindset that i'm not too into
and i'd say that those people are a minority, but they're outspoken enough to be annoying
and by that, i don't mean boom mappers or anything, i mean elitists
id like to talk about what its like only being able to hear out of one ear, but it gets really monotonous
yeah I've read some posts from newer doom members who say its really hard to develop as a mapper there because people kind of assume everything there is to know about mapping is already known, and you're just nagging them about questions they've already answered
so they just kinda give you a rude paraphrased version of a useful answer
are you a parent @light prism because that's the only explanation I can find for your jokes
and also one thing that does irk me is that doomworld's moderation is too laid back imo compared to zdf, to the point at which people fling shit at each other on controversial topics way more than i notice on zdf
We personally try to avoid that mentality here about mapping
and the ZDF discord as well, but it's a lot harder to get a response from there out of personal experience
I like the shit flinging
considering how much of an enabler of shit flinging I am, I don't get very much of it on Doomer Boards
we try to avoid mentality around here
I only stir shit when i know the situation is ridiculous enough
you know that personally, huh @vernal topaz <3
except for Justince, he's at war with Contra Commando right now
haha yeah
There's an expectation on a lot of forums that all flame wars and arguing needs to be stopped with arbitrary action but I just know from experience that if people have a dispute over something that they can't talk out, it starts to come out in other places
that's what she said
i think these kind of arguments have to follow through and work themselves out.
I've heard from a lot of people who say being a member of doomworld is like walking on eggshells, and a happy community shouldn't feel that way
alright ill stop my motivational speech seminar. It's just on my mind a lot i guess.
community politics gives me a tummy ache
meme politics
Do I have to make sure the texture files are in a certain place for the new shaders to work?
Because I made a few textures, defined everything in the material.gl as instructed, and they still don't show up in game
I put them in the same place my regular diffuse texture is for the md3 model
show me your structure
also look at the QZSPecular file example
oh also
if you are defining in gldefs with a long name ("textures/MyTexture.PNG")
you will need to select that specific long name in gzdb
that fooled me for a while too
@cerulean frigate
I looked at the file to use as an example of what I should do
oh its for a model?
Yes, md3 model
i havent done that yet
I saw them do the same thing for a model in the demo pack
you probably need to change the path to reference the textures folder
material texture mp40tex {
normal models/mp40texnrm.png
metallic models/mp40texmetal.png
roughness models/mp40texrough.png
ao models/mp40texao.png
specular models/mp40texrough.png
specularlevel 0.5
glossiness 10
}
if i had to guess
All textures are in the models folder
in the MODELDEF
put the textures in the textures folder
or reference the folder for the texture
like material texture models\mymodel\mp40tex.png
though it might only apply to files under the textures\ namespace
which means you need your model textures under the textures\ folder (or in a subfolder under it like textures\models\mymodel)
then in your MODELDEF you redirect the path to the texture
I noticed these don't define a simple diffuse map
like path "models\mymodel" model 0 "mymodel.md3" path "textures\models\mymodel" skin 0 "myskin.png"
the texture itself is the diffuse map
I assumed I could just leave it assigned via the modeldef
well when you first were able to modify model textures via brightmapping, it was done by redirecting the patch
path
im at work so i cant help directly
but when i get home i will try and see what happens
k home now
Tf when nobody's posting beginner WADs to criticise
go ahead
making an hd texture pack or something? @light prism
pbr? wuzzat
Physically based rendering.
Basically makes materials look realistic because you're authoring them with the physical light properties.
GZDooM recently got Material support, which means it supports PBR and a more traditional Specular Diffuse method.
PBR is the more modern method for things, and a Spec diffuse method is sorta the old method that's being abandoned due to it, A, not being consistent enough, and B, being a pain to make realistic materials with.
pbr is spec diffuse with some extra layers telling it where to spec and where to diffuse
Yeah, that's pretty much it, really.
actually it doesn't have a dedicated 'specular map'
rather it calculates that based on other maps
Instead of the three basic maps you'd have in the old days from the early 2000s up until 2013 ish, (It's still sorta used today) you now have five or six maps, all with more physically accurate properties telling the rendering engine what it does.
Though, like the traditional method, PBR isn't exactly standardised.
it does
well, rather, the decal's effect makes the pbr almost unnoticeable underneath it
or do you mean, can you make a decal with pbr?
because you could do that with actor decals
Decal with PBR, but now I wonder if it works with sprites too.
apparently normal map works as a warping effect on actors
er, how do i describe
oh, rather, when its used as a shader
I want to see if that magical sprite trickery that Amid Evil uses is possible in GZDooM now.
Discussion about ZDoom
Though that sort of whacky thing would probably have to be implemented first.
What's the hotkey for deselecting everything?
It should be Control D
I have a hunch that making a factory map built inside a volcano might not be the grandest of ideas for a first map
But I sure as hell am going to try.
Side note: Is it possible to have two 3D objects above each other?
Y'know, having three platforms on top of each other
Can it be done with different sized platforms?
Because the last time I tried it, my platforms got holes in them.
Is there a tutorial for it? I can't do it myself.
Or do I just need to assign multiple 3D floor tags to the same layer, and it'll make more?
I haven't tried that yet
You have one target sector, and three control sectors with different heights all pointing to it
What?
Or do I just need to assign multiple 3D floor tags to the same layer, and it'll make more?
Yes, this.
I tried doing it, and it didn't seem to do anything.
It had both tags, but it still kept using only the first one.
Okay, so you know how you have a sector with a tag, that you want to put a 3D floor in, right?
And you make another sector with the heights you want for the 3D floor, and one of the lines on that sets the 3D floor special and points to the target sector tag right?
It works now.
okay
Last thing to figure out is making a 3D skybox.
I think.
I'm not sure if I'll need it for my project though.
If you use a lot of 3D floors, do you just make a giant blob of 1x1 holes outside the map?
Pretty much
i tried changing my a_punch to a a_custompunch and i get 1 errors while parsing decorate blah blah blah
nevermind
or not sounds not work
@light prism Thanks, but I still can't seem to get anything to show up
you understand they wont show up at all if there arent dynamic lights nearby, right?
The console says they aren't being found
And I've tried this in maps that have the right lighting
follow my example exactly and it should work
What does it mean when it says "not found in texture 'null'"?
Does that just mean the file path was set wrong?
I tried to copy what you did in that file
Normal and specular folders in the root folder
Texture folder with the diffuse texture in it
The modeldef is set to the right file path
Materials.gl is also set to the right path
Nothing loads
Game keeps telling me that error
Let me double check and see if I missed something else
Do I not need a materials.gl def?
no
thats just #included from gldefs
as such its essentially just another gldefs file
I still can't figure out what I am doing wrong
I am pretty sure the answer is going to be something obvious that will make me feel stupid
like your filenames having typos?
you did checkj that shit right
also all images are the same resolution?
you're using the right slash / in filename pointers?
@light prism Pardon I had to go afk
And yes
material texture textures/gun/mp40tex {
normal normal/mp40texnrm.png
specular specular/mp40texrough.png
specularlevel 0.5
glossiness 50
}
This is the GLDEFS.LUMP
MODEL SecretWeapon_MP40
{
PATH "MODELS"
MODEL 0 "Mp40idle.MD3"
SKIN 0 "textures/gun/mp40tex.png"
scale .3 .3 .3
ANGLEOFFSET 90
offset 5 -10 -15
FRAMEINDEX MP40 A 0 0
FRAMEINDEX MP40 B 0 0
FRAMEINDEX MP40 C 0 0
FRAMEINDEX MP40 D 0 0
FRAMEINDEX MP40 E 0 0
}
This is the modeldef
you need to add another 'path' line
after MODEL 0
so path "models"
model 0 "blah"
path "textures/models/skin"
skin 0 "myskinisinthisfolder.png"
i know you've just put the whole path in the file but juts try it
instead
I tried that before like it showed in your test file and it didn't work, but let me do it again in case I messed something up
Ok it's loading up the regular diffuse texture, but the game is still telling me it can't find the other maps
Normal, and spec
what's the error, and what did you export with?
are you running it as a pk3 or just the folder
no, i mean what did you export the PBR textures with
Running as pk3
because a lot of tools export as 16-bit per channel PNGs
Photoshop
oh yeah the format might be incorrect
which gzdoom can't re- oh ok
I was told it can't use 16-bpp
wait, hang on
you didn't give a brightmap, unless i'm mistaken, all the maps are needed
even if your brightmap is just completely black
SLADE says the texture is 32bpp
actually i dont think you need all maps
he is just testing with diffuse/specular which should only need normal and specular
which is what my test file did, and that worked
and even if you do need all maps for pbr mode, that doesnt include brightmap apparently
are all those files actually under 'models/'
theyre not in mine
they have seperate folders off the root with the type
normal/ specular/ etc
No I have the root folder set up like this
Because I saw the other examples set up that way
ok but the errors claim you are pointing to models/ for all maps
also that example and my example are set up the same, except mine is just normal/spec
My defs aren't set to point to the models folder
I've gone over these defs like 20 times now
Everything looks like I'm being told it's supposed to
henlo
Alright
if that doesnt work, its something to do with the files themselves
just rename your files to mine and do summon sphere in game
...
extract it to a folder structure
you can run folders by dragging them onto gzdoom.exe
you are having more issues than my gf right now
I wonder if the problem is because I am trying to replace an existing sprite with a PBR model
I got it working
Finally
Me be learn blender, me make even uglier meatball cacodemons
lol when i finish some tutorials get ready to see some real shit
also its mother had a cocaine problem during his development, and calling him a downie hurts his feelings.
Cacaodown
@surreal meteor can i have the model
okay lol
thank you
@light prism what is pbr?
physically based rendering
oh
its like a texture with 5 other textures that act as layers for normal/bump and spec intensity/color
ohhh
Discussion about ZDoom
do you like the gzdoom bilinear texture filtering or the vanilla pixelly look?
depends
usually i hate the filter because it looks smudged