#classic-doom-maps-mods

1 messages Β· Page 78 of 1

surreal meteor
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sculptgl

vocal crypt
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ah

surreal meteor
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i tried using blender but its too complicated for me

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I dub thee, 'WakoDemon'

fervent agate
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Flying Spaghtcaco Monster

light prism
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he looks like an inbred caco

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quite amusing

past cradle
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him meatball

hexed sky
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that's a spicy meatball

surreal meteor
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Get that one instead^^^

unkempt wadi
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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

forest wind
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Any secrets yet?

unkempt wadi
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so far what you see is what you get, there’s a smol player spawn in the bottom right corner

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also this map is deceptively large

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like 330 meters wide

light prism
prisma saddle
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Could this be the return of the Dog bot.

dusk terrace
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is there something wrong with this code because in game i have no fists at all now

hexed sky
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is ~ even a valid character for an actor name

dusk terrace
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works for my pistol so i think it is

light prism
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still

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deliberately using an extended character at the start of an actor name

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kinda stupid

surreal meteor
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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

light prism
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uhh depends

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if the pack replaces existing names or not

surreal meteor
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I havent checked

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no they dont have the same names, except for the TEXTUREx file name

vernal topaz
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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

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OR

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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

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I think that's the cleanest and most appropriate way to do it.

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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.

zinc egret
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Oh hey, 40 is here

vernal topaz
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hi

zinc egret
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Hi

light prism
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sup 40

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you old polecat

zinc egret
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So according to Ling & co is because you engaged in one too many arguements that spiraled out of control on DW?

light prism
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?

zinc egret
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I was speaking to @vernal topaz

vernal topaz
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@zinc egret sorry for the 5 hour delay -- did you hear that directly from Ling?

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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

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Sarais is the mongoloid idiot that he was referring to

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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

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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

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and I responded to him saying that I would handle it how I handle it, and my account was banned shortly after.

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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

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but I was for sure given an ultimatum that had no room for negotiation.

light prism
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politics

vernal topaz
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and I wasn't ok with that

light prism
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i still think ur cool

vernal topaz
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thanks

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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

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it makes me sad

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i don't want to be an enemy of doomworld, i just want doomworld to be cooler

light prism
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i want a community where mods arent awkward nazis

vernal topaz
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people say im an awkward nazi!

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do you mean like nazis like "you don't believe in marxism?? you must be a NAZI" nazi?

light prism
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i mean it in the most generic way possible

vernal topaz
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or like "I ban people because im emotionally unstable and i need people to respect me"

light prism
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like 'oh you made a minor infraction? BAN!'

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its hard to tell sometimes

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discord seems to be pretty heavy on the moderating compared to irc

vernal topaz
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hmm

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im still pretty new to this

light prism
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its basically irc with voice chat and image posting

vernal topaz
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yeah

light prism
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and colored names

vernal topaz
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woo hoo

light prism
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and text formatting

vernal topaz
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i gotta go, ill be back tomorrow

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I havent seen you in forever TheMisterCat, I wanna catch up some time!

light prism
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sure thing

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im on here all the time

vernal topaz
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cool

vernal topaz
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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

shadow bone
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Because most of those people are active in their own communities and don't bother coming here

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Β―_(ツ)_/Β―

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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.

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I'd like to change that, but even as a community veteran I really have no idea how to make it more engaging.

vernal topaz
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I guess people are spread pretty thin

haughty flower
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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.

shadow bone
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The /idgames archive has a ton

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That's where most vanilla-compat stuff gets put eventually

vernal topaz
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if you search "vanilla" with the search type 'whole text file' that might help

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though you're going to want to read the text file, as wads with new graphics are still considered vanilla

haughty flower
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i see

vernal topaz
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I can think of a few off the top of my head, I think DMONFEAR.wad is a megawad with no new textures

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D2INO.wad i think doesn't use new texutres

haughty flower
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thanks

vernal topaz
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JOW.wad

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kssht.wad I think

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wow i didnt realize how hard it was to find megawads with no new textures

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Stone.wad I think, but that has 20 maps

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VILE.wad

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Vilecore1.0.wad

haughty flower
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im gonna try them out

vernal topaz
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VILE.wad says it has new skies

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in my experience most of these wads aren't that great

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Stone.wad was pretty good though

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and kssht.wad is very good

past cradle
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doom 2 in name only has the secret levels with the new textures

vernal topaz
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forgot about that, thanks

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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

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maybe skies but idk

zinc egret
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I recognize Caligari, 40oz, Gutawer, Nambona and a few others

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Pretty sure you still can upload to /idgames/ despite the forum ban, right? Or no?

shadow bone
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Doomworld's /idgames is just a mirror of the real one on gamers.org

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So whatever their policy is

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Keep in mind you probbly need to know how to use FTP

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Or the http version

vernal topaz
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@zinc egret I've read that banned members can still upload to /idgames.

zinc egret
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You can always email the maintainers to clarify

light prism
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sup

inner fulcrum
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Hey

light prism
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ah man

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i was trying to make a complex stacked portal area last night

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sky bleeding all over the place

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how do make contiguous 😦

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where is Peanut when you need him

light prism
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nm fixed

light prism
prisma saddle
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Tis a nice looking map.

vernal topaz
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muy bien

surreal meteor
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So for some reason the textures show up in doom builder but not the game itself?

shadow bone
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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.

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Also, make sure you're using the correct IWAD

surreal meteor
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is there anyway to have it all in one wad? im using slade to put them into one wad

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also the sky is different but the sky is in the pack as well

shadow bone
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You mean all the IWAD textures?

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There's a "Doom1 textures for Doom2" pack out there

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But other than that you can certainly put textures you want to use into your wad.

vernal topaz
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is there a way to make discord not notify me of "NEW UNREADS" in channels i dont give a shit about?

shadow bone
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right click a channel and mute it

vernal topaz
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does that make it so i can't see anything in that channel?

shadow bone
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No, just mutes the unread

vernal topaz
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ok

surreal meteor
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@shadow bone Yeah im using the doom1 textures for doom 2 and another one just called extra lights

shadow bone
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All you should have to do then is make sure that the texture pack gets loaded also when you start GZDoom.

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Or you can copy the textures from the texture pack to your WAD

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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.

vernal topaz
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ive never heard that before

light prism
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@vernal topaz - you can turn off notifications per-server

vernal topaz
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Oh thanks

surreal meteor
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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

vernal topaz
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good!

light prism
keen shadow
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ooh!

light prism
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needs more highlighting imo

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i dont want to go crazy with the fullbright but the lighting is a bit flat

prisma saddle
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Yeah, could use some more variance in light levels.

surreal meteor
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what map editors do yall use? also, how do you do the spinning fans in the ceiling with shadows under the blades? thanks.

light prism
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everyone uses either gzdb or slade

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gzdb being preferred

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as far as spinning ceiling fans it really depends

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the easiest way is to have textures

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the other way is to script sectors to raise and lower instantly in a sequence

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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

surreal meteor
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sheit

light prism
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of course if you wanted a more vanilla approach you would have to create textures specific for each situation

surreal meteor
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also @light prism do you have anything readily downloadable? your stuff looks amazing I'd like to try it sometime

light prism
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nothing im really done with

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but uhhhh

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heres something unfinished from ages ago

surreal meteor
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dude that was unbelievable

light prism
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it only uses ten textures lulz

prisma saddle
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I don't think I've ever seen a DooM mod use scripted music sequences.

light prism
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LCA does?

surreal meteor
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do any of you guys know if it would be possible to re-create an area similar to the arcane sanctuary from Diablo 2?

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its basically just getting a nice looking animated sky and getting things to properly spawn on top of the 3d sectors

light prism
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or you could use stacked portals

inner fulcrum
light prism
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hoo boy

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and i thought my screenshots were dark

vernal topaz
vernal topaz
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release date April 01 2018

light prism
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dat vanilla aesthetic

lean badger
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question, has anyone tried making doom 1 and 2 maps in doom64/doom64EX? i think that would be neat

light prism
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what do you mean

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making a map for the zdoom port of 64 would be exactly the same as mapping for anything else

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mapping for doom64 itself would be uhhhh

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difficult?

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the format is basically the same but how would you inject it and play it

lean badger
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i just wanted to know if anyone had made doom 1 and 2 levels for doom64, pc port or otherwise

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doom64 ex is the pc port i am most familar with

light prism
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what do you mean

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just the vanilla mapset running under 64?

lean badger
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yes

light prism
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pretty sure you could do that without having to re-map anything

lean badger
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i figured it COULD be done. i was just wondering IF anyone had done it

vernal topaz
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I don't believe so

past cradle
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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

vast pulsar
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What's the best looking Id tech 4 mod in your opinion

eager frigate
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the dark mod maybe?

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there aren't that many id tech 4 mods

wary zealot
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Hey, I haven't coded in months.

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I have a question,

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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.

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Is that possible with DECORATE?

light prism
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the amount of damage the actor takes you mean?

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the 'blood' actor does this natively

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read plox

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so just inherit from it and use the hardcoded behaviour to your advantage

remote coral
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Anyone willing to give me a hand with this?

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I'm following a tutorial for 3D floors, and even though I follow the tutorial to the T, it still won't work.

light prism
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ok

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show me ur wad

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(thats what she said)

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@remote coral

remote coral
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just a sec.

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I'm using Doom Builder BTW.

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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.

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@light prism pinging you in case you missed it

light prism
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oh sorry

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checking now

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it is there

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you just have opacity set to 0, so its invisible

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@remote coral

remote coral
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wait what?

light prism
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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

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so like the ceiling height is the top floor and the floor height is the underneath ceiling

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btw use UDMF format

remote coral
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UDMF?

light prism
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you're using Hexen format

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UDMF is far better

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its worth the switch early on so you don't get used to using antiquated methods to do things

remote coral
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I used Hexen format because that's the one the tutorial used.

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Also, where do I change the opacity?

light prism
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there is no difference for making 3d floors

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on your line action it's the 4th parameter

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change it to 255

remote coral
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I set the alpha to 255, and there's still nothing.

light prism
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did you test in-game?

remote coral
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shouldn't it show in the editor too?

light prism
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just asking

remote coral
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It works in-game.

light prism
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you probably have gl effects disabled in editor

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press tab when in visual mode

remote coral
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tab does nothing.

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What menu should it open?

light prism
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nothing

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it toggles all non-vanilla effects

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like slopes, 3d floors, transfers

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are you using an up-to-date gzdb?

remote coral
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and what's that then?

light prism
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what is your doom builder

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is it GZ Doom Builder?

remote coral
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yes.

light prism
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go help-about and tell me version

remote coral
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I installed it in late December.

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2.1.2.1553

light prism
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you should update

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but hey uh

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if you press tab, you should see on the log line at the bottom left of the window

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'enhanced rendering effects are ENABLED/DISABLED'

remote coral
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yeah, pressing tab says nothing

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I'll go ahead and update.

light prism
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oh ok

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you can bind that key to something under tools->preferences

remote coral
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Now ot just figure out what old files I need to delete.

light prism
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its near the bottom

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you should be safe to delete everything

remote coral
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I should still probably grab my map files though.

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Plus I have GZdoom installed in the same folder.

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Probably wasn't the wisest decision.

light prism
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just put it in a new folder then

remote coral
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mmhm

light prism
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woo

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starting to make PBR's for my texture pack

remote coral
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PBR?

light prism
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Physically Based Rendering

remote coral
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Interesting.

remote coral
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Anyone here joining the Vinesauce mapping contest?

light prism
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theres another one?

light prism
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mmm normal maps and specularity

timber bridge
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creamy

remote coral
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Shiny.

hexed sky
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still waiting for those streams

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also dawm

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those look nice

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a gif doesn't really do it much justice though

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should have done a webm

languid crypt
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Can someone tell me if GZdoom 3.2.5 is under the GPL license or not?

unreal oyster
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It is

remote coral
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How do I use UDMF in Doom Builder?

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nvm.

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I found a game config named "Zdoom (Doom in UDMF format)"

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I think this is it.

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Is it?

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Well

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I upgraded my Doom Builder and GZDoom, but pressing tab still doesn't show the platform.

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But wait.

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Are you talking about GZdoom builder, or Doom Builder 2?

unreal oyster
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DB2 might be too old for UDMF, it's definitely too old for its full feature set at any rate

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Unless your computer can't run it or something

remote coral
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That might explain things.

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"Update check failed: failed to retrieve remote revision info.
Check your Internet connection and try again."

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What?

unreal oyster
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Ignore it

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It's an issue that's happening for everyone using the program rn

remote coral
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"Unable to read the map data with the specified configuration. IndexOutOfRangeException:" is what I get when I try to load my old map.

unreal oyster
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Uh, interesting

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I'm not sure about that one

remote coral
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Well shit.

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Eh, the map was mostly for experimenting with doom mapping.

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I hadn't even placed a single enemy in yet.

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Which script type will I use?

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This looks like I should work, but it is still not visible.

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Even though I press tab.

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Unless I did it in reverse or something.

eager frigate
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what are you trying to do?

remote coral
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3D floors

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never mind.

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I got it working.

light prism
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i am definitely enjoying pbr

remote coral
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The only next logical step is to add bump mapping

light prism
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it has normal maps

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well some textures, still working on it

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increased the spec/gloss on the hex

remote coral
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Is this your map?

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I'm guessing it's better to first set up the general layout of the level before doing any of the more final touches.

light prism
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its my map and my texture pack

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and ill work on em in whatever order i gosh darn well please

remote coral
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The latter comment wasn't about your map.

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It was just me thinking what is a good workflow for making a doom map.

light prism
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well sure

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but it can really be up to what works for you

remote coral
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What the hell did I do?
Invisible revenants?!

light prism
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sometimes i just want to detail and other times im thinking more of trap setups

remote coral
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How does one determine whether an enemy can hear gunshots?

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GZdoom builder doesn't have the "deaf" setting, so what replaces it?

light prism
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block sound lines

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oh, its called ambush

remote coral
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kk

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but for some reason, I put two chaingunners and a revenant behind a door and gave none of them the ambush tag

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yet they still can't hear me

shadow bone
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Sound is blocked if there's no open path between sectors, so doors block sound because the sector is closed.

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If you want them to hear you behind the door, you need to make some kind of path for the sound to travel.

remote coral
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I'm guessing even the smallest rat hole through a wall is enough.

shadow bone
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Yes. There's a bunch of maps in classic Doom that do this (MAP01 of Doom2, the hidden imp closet, for example).

remote coral
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The one on the exit door layer or atop the elevator?

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Because i thought the lower imp closet opened via proximity.

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Lastly, how do I not have the sides of a door slide open?

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I see it in maps all the time, and I don't want that newbie issue to be in mine.

shadow bone
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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.

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Are you referring to the "door tracks"?

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If so, set those lines to "Lower Unpegged"

remote coral
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Yep.

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Thanks.

remote coral
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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.

haughty flower
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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.

remote coral
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midtex?

shadow bone
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A side has three textures: Upper, middle, and lower

remote coral
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It is the midtexture.

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I think.

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I remember there being some trick where you put a missing texture atop a wall, the walls would become seethrough

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The strangest thing is

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I've done this once already.

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So why do I not remember how to do it?

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And midtextures are usually possible to pass through them.

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So how did I make them not that back then?

unkempt wadi
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in the properties tab amongst a very very long list of attributes one of them is something like "impassible"

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check that one

remote coral
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Makes sense.

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Now to just figure out how the hell I'm supposed to get that grate down from the ceiling.

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And invisible/see-through walls too.

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I can make opaque ones. I think.

unkempt wadi
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on the front tab one of the offsets makes the grate not be Up There

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i think the second middle offset?

remote coral
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I thoight it only moved the texture along the small grate texture -high area.

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That brings to another question.

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What if I want i the midtexture to be taller?

unkempt wadi
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idk this is where my knowledge ends

zinc egret
light prism
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@remote coral if you want a midtexture to fill the area between ceiling and floor, check the 'wrap midtexture' flag

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on the lines in question

remote coral
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Goddamn

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It was probably a good idea for me to switch to GZDoom builder

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This is so much more advanced

light prism
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yep

remote coral
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Y'know what irritates me the most though?

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The fact that the visual mode hotkey was changed from W to Q.

unreal oyster
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You can change all the keybinds in the settings

light prism
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mmmmm fuck yes pbr

remote coral
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oh my goodness

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That looks glorious

light prism
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compared to texture by itself

remote coral
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Is it possible to make a door open if an imp fireball hits it?

light prism
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sure

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just flag it as activated by projectile crossing/hit

remote coral
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I tried putting a linedef in front of the door with "any crossing non-missile activates"

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wait, the door?

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So you don't have to put a linedef in front of it?

light prism
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you shouldnt have to

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depends though

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are you expecting the fireball to be able to pass through the door

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like, the door opens well before the fireball gets there?

remote coral
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No, I want the door to open when the fireball hits it

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the selected are on the side is the door.

light prism
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the line has to be part of the door and have its front side facing away from the inside of the door sector

remote coral
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I have added this property to all of the sides of the door.

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Do I just need to attach this to the sector?

light prism
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it only needs to be on the twosided lines of the door

remote coral
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twosided lines?

light prism
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lines that have a sector on both sides of them

remote coral
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So the ones that are facing open air?

light prism
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they show up as darker

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yes

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you see the lines have little sticks pointing out of them

remote coral
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All of them are colored the same.

light prism
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that denotes the front side

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thats because you have them selected

remote coral
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I know the front and back side.

light prism
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if you press shift-2 with that selection it will select only the two sided lines

remote coral
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still doesn't do anything.

light prism
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fine, clear your selection and just choose the sides that have door textures on them

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the sides facing out from the sector with a door texture on their upper texture slot

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those are the only two lines that need a door special (raise, open, whatever)

remote coral
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But do I need to tag the door?

light prism
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and that special can be flagged with repeatable, use, and projectile crosses/hits

remote coral
light prism
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not if the lines are part of the door sector

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thats more for if youre opening with a switch or a line cross

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actions will always apply to the sector behind them if you leave tag as 0

remote coral
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Well

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I have both of the open air sides of the door set to those settings

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I haven't tagged the sector

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And it still doesn't work when an imp hits it

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goddamnit

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Here's the map if you want to have a look. The problematic door is in the bottom right corner.

light prism
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hmm i made my own

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and youre right

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it works with player projectiles but not monster

remote coral
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but it's any crossing non-missile.

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So wait

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could a BFG activate it?

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Show me what parts you've selected and edited.

light prism
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wtf

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just the door lines damnit

#

dont use any crossing non-missile

remote coral
#

then what?

#

oh

#

"on projectile impact"?

light prism
#

those dont work either

#

they only work for the player

remote coral
#

oh ffs

#

what can I do then?

light prism
#

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

remote coral
#

That's what I tried at first.

#

Did I put the projectile line too close then?

light prism
#

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

remote coral
#

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

light prism
remote coral
#

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?

light prism
#

you need a MAPINFO lump that tells it

surreal meteor
#

@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

remote coral
#

But can't you submit only one?

#

And now do I see if I'm playing on hardware mode?

timber bridge
#

2spooky

remote coral
#

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.

surreal meteor
#

@remote coral did you shoot the eyes lmao

remote coral
#

No?

#

Should I have?

#

checking

surreal meteor
#

also you're supposed to go back to the start room once you get all the keys

#

to get to the end

remote coral
#

I did go there.

surreal meteor
#

oh

remote coral
#

I found a pacifistic archvile.

#

And the exit portal.

#

With a nice finale.

surreal meteor
#

i thought you said the last screenshot is where you stopped lol

#

nice

remote coral
#

Overall a satisfying wad.

surreal meteor
#

i made the arch vile friendly just to scare joel lmao

remote coral
#

No, I meant that you couldn't go over the stairs in the spot where I took the screenshot.

surreal meteor
#

oh

remote coral
#

I managed ot run to the place I was standing on from the balcony on the left side.

#

Without jumping.

surreal meteor
#

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

remote coral
#

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.

surreal meteor
#

Spurdo? also i got the assets from realm667

hard elmBOT
#

dynoSuccess Two Simple Eggs (Okkim)#2629 has been warned

remote coral
#

Wot

#

How was that rule breaking? It was a pair of countries.

#

I don't understand this server sometimes.

timber bridge
#

because dong

#

admins don't want porn or nsfw

remote coral
#

The dong was technically censored.
The countries were in the way.

light prism
#

if it was a dong made of sectors it would have been fine

cerulean frigate
#

So for texture work, are parallax textures a possible thing in the gzdoom engine?

light prism
#

like parallax mapping?

#

not natively

#

you could probably approximate it with shaders

cerulean frigate
#

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

light prism
#

:3

#

if there was displacement i would have raised the rivet heads out a bit

cerulean frigate
#

Specular mapping

#

I love it

light prism
#

actually no specular on that, its pbr

#

anyway gotta go

#

hometime~

cerulean frigate
#

Alright

#

I seem to have gotten spec and PBR confused somehow

prisma saddle
#

Whoa.

light prism
#

well gzdoom supports two methods atm

#

normal + specular map

#

or normal + metalmap + ao + roughness

#

(+brightmap)

#

which is essentially pbr

main lichen
#

what would be the legality of making a full game using GZDoom as an engine

prisma saddle
#

It's legal, but there are a few requirements.

main lichen
#

like?

main lichen
#

@prisma saddle

prisma saddle
#

I'm not sure.

light prism
main lichen
#

if nuts has shown me anything, absurd amounts of shit actually works in the doom engine somehow

prisma saddle
#

Looking good Cat.

hexed sky
#

filtered tho

main lichen
#

random question

#

ive seen people replace items with 3d models, is it possible to replace guns with them

light prism
#

yes

#

its exactly the same method

#

except the origin for hud models is a bit weird

real hatch
#

that is some sexy shading

remote coral
#

@main lichen well Ion Maiden is made in the Doom engine
Not sure what sourceport though

prisma saddle
#

No, it's make in Eduke, which is a build engine port.

remote coral
#

Still based on Doom's source code IIRC.
That, or Duke Nukem 3D's.

shadow bone
#

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.

real hatch
#

jesus christ

#

i have no chance with this

#

like

#

how

#

even

#

do you make gzdoom look this good

lavish hollow
#

code

real hatch
#

what part

#

like

#

zscript or something

remote coral
#

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?

real hatch
#

it's some shader i think

#

but seriously how the fuck

timber bridge
#

what would be the possibilities of making chicago in GZDoom

#

πŸ€”

remote coral
#

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

timber bridge
#

wait yeah it's already made

#

BD hell on earth starter pack

hexed sky
#

oh that?

#

I started after it was announced, yes

#

and I finished like 4 days before the deadline

#

it was pretty tight

vernal topaz
#

@light prism That's cool i didnt know you could make floors all glimmery like that

#

they look wet lol

main lichen
#

It's duke nukems

#

@remote coral

vernal topaz
#

btw if anyone is looking to practice some mapping, I have a little mapping gym over on doomer boards

light prism
#

@vernal topaz - yeah pbr just got introduced in one of the latest revisions

vernal topaz
#

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?

main lichen
#

is it possible to replace guns as a texture with 3D models like you can with items?

shadow bone
#

Yup!

#

Don't ask me how, but I know it's possible

remote coral
#

People have done it with enemies, so I'd imagine it's possible with weapons.

shadow bone
#

@royal wave perhaps you can help here. Didn't you use weapon models for some project you're working on?

royal wave
#

I did not

#

I hand animate my weapons in flash

shadow bone
#

Ah

lavish hollow
#

hunter's moon does model weapons

shadow bone
#

Ooo, yes, good example

royal wave
#

I do know how to use blender, kinda

lavish hollow
#

yeah I bet you do

royal wave
#

Can't animate for you though

lavish hollow
#

I think he was just asking for clarification

#

scroll up a tad

royal wave
#

ah right

#

I'm tired

#

shut up

#

your overlord commands it

lavish hollow
#

no

#

you may be my overlord, but you are NOT my daddy

light prism
#

@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

royal wave
#

yo, 40oz is here? Shit I heard about what happened recently

light prism
#

I didn't

lavish hollow
#

me neither

light prism
#

let me guess, admin/moderator drama on a forum/another server

royal wave
#

Something of that sort

#

I'll let @vernal topaz talk about it if he likes

vernal topaz
#

banned on doomworld for stuff that didn't take place on doomworld

lavish hollow
#

I have a question

#

40 ounces of what

light prism
#

exactly

royal wave
#

And that's why we don't take that place seriously

light prism
#

40 ounces of exactly

vernal topaz
#

malt liquor, orange juice, semen, whatever

lavish hollow
#

40 ounces of exactly what

royal wave
#

All of the above?

lavish hollow
#

hell yes

shadow bone
#

Mixed or separated?

lavish hollow
#

shaken not stirred

light prism
#

they dont look great at doom texture resolutions really

#

so im remaking my texture pack at 2x

vernal topaz
#

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

lavish hollow
#

damn

shadow bone
#

Specular style looks pretty decent with Doom textures, as per Nash's demo

vernal topaz
#

and i responded with a message to the effect of "we really should talk about this" and I was banned shortly after

royal wave
#

That's honestly bs

lavish hollow
#

I didn't know linguica would do something that dickish

royal wave
#

Despite Sarais' reputation, that's no grounds for someone to ban you

light prism
#

@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

vernal topaz
#

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

royal wave
#

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

vernal topaz
#

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

light prism
#

i cant remember 40oz, do you do sketching

royal wave
#

Doom world isn't taken very seriously by the rest of the community

vernal topaz
#

i don't even know where the rest of the community is. Is this it?

royal wave
#

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

vernal topaz
#

@light prism not really, I've watched a few youtube videos about drawing, and I've made clouds and landscapes to use as skies

light prism
#

its turtles all the way down

unreal oyster
#

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

vernal topaz
#

but i don't really have anything I've shared with most people

light prism
#

40oz - Oh, I'm trying to remember who from jetsons did my VTSC mod monster concept art

#

so many years ago

unreal oyster
#

there's definitely a ton of overlap between people with zdoom and zand accounts and people with doomworld accounts

royal wave
#

Then i guess take what I say with a grain of salt

vernal topaz
#

i dont think that was me TMC

royal wave
#

I'll rephrase: I've personally have never heard anything positive about Doom world

#

not mostly negative mind you

unreal oyster
#

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

royal wave
#

just nothing that would be put on a metaphorical resume

#

Pfff, in the Doom community? People never shut up about other places

unreal oyster
#

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

light prism
#

ive never heard anything out of my right ear

#

because i have microtia

royal wave
#

dude man you're missing out on a lot of right eared things

vernal topaz
#

haha

unreal oyster
#

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

light prism
#

id like to talk about what its like only being able to hear out of one ear, but it gets really monotonous

vernal topaz
#

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

lavish hollow
#

are you a parent @light prism because that's the only explanation I can find for your jokes

unreal oyster
#

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

royal wave
#

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

vernal topaz
#

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

light prism
#

we try to avoid mentality around here

royal wave
#

I only stir shit when i know the situation is ridiculous enough

#

you know that personally, huh @vernal topaz <3

vernal topaz
#

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

light prism
#

that's what she said

vernal topaz
#

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.

light prism
#

community politics gives me a tummy ache

timber bridge
#

meme politics

cerulean frigate
#

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

light prism
#

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

cerulean frigate
#

I looked at the file to use as an example of what I should do

light prism
#

oh its for a model?

cerulean frigate
#

Yes, md3 model

light prism
#

i havent done that yet

cerulean frigate
#

I saw them do the same thing for a model in the demo pack

light prism
#

you probably need to change the path to reference the textures folder

cerulean frigate
#

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
}

light prism
#

if i had to guess

cerulean frigate
#

All textures are in the models folder

light prism
#

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

cerulean frigate
#

I noticed these don't define a simple diffuse map

light prism
#

like path "models\mymodel" model 0 "mymodel.md3" path "textures\models\mymodel" skin 0 "myskin.png"

#

the texture itself is the diffuse map

cerulean frigate
#

I assumed I could just leave it assigned via the modeldef

light prism
#

well when you first were able to modify model textures via brightmapping, it was done by redirecting the patch

#

path

cerulean frigate
#

I just made a simple textures folder

#

Placed in the root folder

light prism
#

im at work so i cant help directly

#

but when i get home i will try and see what happens

cerulean frigate
#

Alright

#

Thanks

light prism
#

k home now

golden drum
#

Tf when nobody's posting beginner WADs to criticise

light prism
#

go ahead

light prism
#

@cerulean frigate

light prism
#

some metal variants

golden drum
#

making an hd texture pack or something? @light prism

light prism
#

makin pbr textures

#

2x the res of my current pack

golden drum
#

pbr? wuzzat

prisma saddle
#

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.

light prism
#

pbr is spec diffuse with some extra layers telling it where to spec and where to diffuse

prisma saddle
#

Yeah, that's pretty much it, really.

light prism
#

actually it doesn't have a dedicated 'specular map'

#

rather it calculates that based on other maps

prisma saddle
#

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.

light prism
#

now all we need is displacement maps

prisma saddle
#

Gorgeous.

#

I wonder if it works with decals too.

light prism
#

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

prisma saddle
#

Decal with PBR, but now I wonder if it works with sprites too.

light prism
#

apparently normal map works as a warping effect on actors

#

er, how do i describe

#

oh, rather, when its used as a shader

prisma saddle
#

I want to see if that magical sprite trickery that Amid Evil uses is possible in GZDooM now.

prisma saddle
#

Though that sort of whacky thing would probably have to be implemented first.

light prism
remote coral
#

What's the hotkey for deselecting everything?

prisma saddle
#

It should be Control D

remote coral
#

I have a hunch that making a factory map built inside a volcano might not be the grandest of ideas for a first map

remote coral
#

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.

light prism
#

yes

#

you can stack 3d floors

remote coral
#

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

shadow bone
#

You have one target sector, and three control sectors with different heights all pointing to it

remote coral
#

What?

shadow bone
#

Or do I just need to assign multiple 3D floor tags to the same layer, and it'll make more?
Yes, this.

remote coral
#

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.

shadow bone
#

Okay, so you know how you have a sector with a tag, that you want to put a 3D floor in, right?

remote coral
#

never mind.

#

I think I just assigned an incorrect tag value to the sector.

shadow bone
#

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?

remote coral
#

It works now.

shadow bone
#

okay

remote coral
#

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?

shadow bone
#

Pretty much

dusk terrace
#

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

cerulean frigate
#

@light prism Thanks, but I still can't seem to get anything to show up

light prism
#

you understand they wont show up at all if there arent dynamic lights nearby, right?

cerulean frigate
#

The console says they aren't being found

#

And I've tried this in maps that have the right lighting

light prism
#

follow my example exactly and it should work

cerulean frigate
#

What does it mean when it says "not found in texture 'null'"?

#

Does that just mean the file path was set wrong?

light prism
#

not sure

#

i would assume so

cerulean frigate
#

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

#

Nothing loads

#

Game keeps telling me that error

#

Let me double check and see if I missed something else

light prism
#

no

#

thats just #included from gldefs

#

as such its essentially just another gldefs file

cerulean frigate
#

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

light prism
#

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?

cerulean frigate
#

@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

light prism
#

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

cerulean frigate
#

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

unreal oyster
#

what's the error, and what did you export with?

cerulean frigate
#

SLADE

#

And I keep getting the "not found in texture 'null'" error

light prism
#

are you running it as a pk3 or just the folder

unreal oyster
#

no, i mean what did you export the PBR textures with

cerulean frigate
#

Running as pk3

unreal oyster
#

because a lot of tools export as 16-bit per channel PNGs

cerulean frigate
#

Photoshop

light prism
#

oh yeah the format might be incorrect

unreal oyster
#

which gzdoom can't re- oh ok

cerulean frigate
#

I was told it can't use 16-bpp

unreal oyster
#

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

cerulean frigate
#

SLADE says the texture is 32bpp

unreal oyster
#

that's fine, 4 * 8 is 32

#

8 bits per channel

light prism
#

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

cerulean frigate
#

So it's not the format or size

#

This is the error I keep getting

light prism
#

are all those files actually under 'models/'

#

theyre not in mine

#

they have seperate folders off the root with the type

#

normal/ specular/ etc

cerulean frigate
#

No I have the root folder set up like this

#

Because I saw the other examples set up that way

light prism
#

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

cerulean frigate
#

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

light prism
#

tell you what

#

take my example

#

replace the normal, spec, texture and model

timber bridge
#

henlo

light prism
#

with yours

#

and see if that works

cerulean frigate
#

Alright

light prism
#

if that doesnt work, its something to do with the files themselves

#

just rename your files to mine and do summon sphere in game

cerulean frigate
#

It won't let me modify your file

#

I can't add or take out files

light prism
#

...

#

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

cerulean frigate
#

Lol

#

Happens every time I try something new in Doom modding

cerulean frigate
#

Ok it worked

#

Hard to notice though

#

The spec isn't pronounced enough

cerulean frigate
#

I wonder if the problem is because I am trying to replace an existing sprite with a PBR model

#

I got it working

#

Finally

light prism
#

gj

#

what was wrong

surreal meteor
#

Me be learn blender, me make even uglier meatball cacodemons

light prism
#

DO IT

surreal meteor
light prism
#

yeah i remember

#

i showed my gf

#

its like a down syndrome caco

surreal meteor
#

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.

light prism
main lichen
#

i cant stop fucking laughing at the down syndrome caco

#

@surreal meteor

modern mason
#

Cacaodown

light prism
#

@surreal meteor can i have the model

main lichen
#

same

#

thats fucking amazing

surreal meteor
#

It will be on moddb in a while

#

ill post link

#

Its too big to put into discord

main lichen
#

oof

#

put it in a zip file

surreal meteor
#

okay lol

light prism
#

more pbr textures

surreal meteor
#

also

#

it was made in sculptgl

main lichen
#

thank you

surreal meteor
#

@light prism what is pbr?

light prism
#

physically based rendering

surreal meteor
#

oh

light prism
#

its like a texture with 5 other textures that act as layers for normal/bump and spec intensity/color

surreal meteor
#

ohhh

surreal meteor
#

do you like the gzdoom bilinear texture filtering or the vanilla pixelly look?

light prism
#

depends

surreal meteor
#

usually i hate the filter because it looks smudged

light prism
#

for more vanilla style no filtering is good

#

yeah, it smudges in the distance

#

but if you are playing at very high resolutions and with hires textures, or a lot of models, they tend to look better with filtering (but not necessary upscaling)