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Author Topic: [TUTOR] Doombuilder and You: Mapping Essentials  (Read 13090 times)

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October 16, 2016, 02:09:22 AM
Reply #15

Offline Rozark

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Re: [TUTOR] Doombuilder and You: Mapping Essentials
« Reply #15 on: October 16, 2016, 02:09:22 AM »
Nice tutorial! but when i make windows, in the celling rate, when i put 32 the celling rate bugs and stays that red icon, how i make windows without that happen?

The red ! icon?
That's a missing texture. You need to apply a texture to it.

If you mean the highlighted area when you select a sector, press C to clear it.

October 19, 2016, 11:42:54 PM
Reply #16

Offline MetalMasher

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Re: [TUTOR] Doombuilder and You: Mapping Essentials
« Reply #16 on: October 19, 2016, 11:42:54 PM »
The red ! icon?
That's a missing texture. You need to apply a texture to it.

If you mean the highlighted area when you select a sector, press C to clear it.
thanks man!

October 19, 2016, 11:50:52 PM
Reply #17

Offline MetalMasher

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Re: [TUTOR] Doombuilder and You: Mapping Essentials
« Reply #17 on: October 19, 2016, 11:50:52 PM »
The red ! icon?
That's a missing texture. You need to apply a texture to it.

If you mean the highlighted area when you select a sector, press C to clear it.
but, how i did to delete the ground on the sector and leave the sector with black inside (nothing inside)?
and, have a back button, if you make an error, has no way to back? for example, i deleted acidentaly  a sector, has a mode to grab it back?

October 20, 2016, 04:19:34 AM
Reply #18

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Re: [TUTOR] Doombuilder and You: Mapping Essentials
« Reply #18 on: October 20, 2016, 04:19:34 AM »
but, how i did to delete the ground on the sector and leave the sector with black inside (nothing inside)?
and, have a back button, if you make an error, has no way to back? for example, i deleted acidentaly  a sector, has a mode to grab it back?

Either redraw the sector (draw over the existing one) or delete the sector to fix the first issue.
Ctrl + Z works to undo the last action, while Ctrl + Y is to redo. (So the usual hotkeys)

October 20, 2016, 01:09:42 PM
Reply #19

Offline MetalMasher

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Re: [TUTOR] Doombuilder and You: Mapping Essentials
« Reply #19 on: October 20, 2016, 01:09:42 PM »
Either redraw the sector (draw over the existing one) or delete the sector to fix the first issue.
Ctrl + Z works to undo the last action, while Ctrl + Y is to redo. (So the usual hotkeys)

Thank you so much! this i think will be my last question,how i do to add gimmicks to my map?

October 20, 2016, 08:47:56 PM
Reply #20

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Re: [TUTOR] Doombuilder and You: Mapping Essentials
« Reply #20 on: October 20, 2016, 08:47:56 PM »
Thank you so much! this i think will be my last question,how i do to add gimmicks to my map?

This varies completely on the sort of thing you want to do.
What exactly did you have in mind?

October 21, 2016, 01:51:48 AM
Reply #21

Offline MetalMasher

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Re: [TUTOR] Doombuilder and You: Mapping Essentials
« Reply #21 on: October 21, 2016, 01:51:48 AM »
This varies completely on the sort of thing you want to do.
What exactly did you have in mind?
well, i'm doing a MMR (Mega Man Rocks) Expansion, in repoman's stage in MMR, has a block that appear spikes, with a time to this appear, how i do to add this to the map?
Edit: when the spikes its coming to appear, the block stays flashing into orange and green colors

October 21, 2016, 02:29:14 AM
Reply #22

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Re: [TUTOR] Doombuilder and You: Mapping Essentials
« Reply #22 on: October 21, 2016, 02:29:14 AM »
Sounds similar to a yoku block.
It'd probably be worth checking out how core handles its DECORATE and sprites for it, along with how they're implemented in a stage like MM9PLU or MM2HEA. Just open up the V5 file and export the maps, followed by opening it up in doombuilder like usual.

My apologies for not knowing the specifics; i'm only now experimenting with them in an upcoming map of mine.

October 21, 2016, 01:43:42 PM
Reply #23

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Re: [TUTOR] Doombuilder and You: Mapping Essentials
« Reply #23 on: October 21, 2016, 01:43:42 PM »
Sounds similar to a yoku block.
It'd probably be worth checking out how core handles its DECORATE and sprites for it, along with how they're implemented in a stage like MM9PLU or MM2HEA. Just open up the V5 file and export the maps, followed by opening it up in doombuilder like usual.

My apologies for not knowing the specifics; i'm only now experimenting with them in an upcoming map of mine.
well, like you said, is a thing similar to yoku block, here is a screenshoot

after a shot time the blocks start to blink into green and orange colors, then,the spikes vanish, an after a shot time, the spikes appear again

November 02, 2016, 06:50:25 PM
Reply #24

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Re: [TUTOR] Doombuilder and You: Mapping Essentials
« Reply #24 on: November 02, 2016, 06:50:25 PM »
pleasse answer me this: why when i add a new texture and load it, the texture not appears? for example, i have a texture named TECBLOC, when i add a new texture called TECBLOC2 the texture not appears, i thinked will appear when i place the original texture because i thinked that is a variation but no, so pls tell me why the texture don't appear?

November 07, 2016, 11:56:57 PM
Reply #25

Offline Lagman

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Re: [TUTOR] Doombuilder and You: Mapping Essentials
« Reply #25 on: November 07, 2016, 11:56:57 PM »
I've followed all the steps to make a 3D Floor, but nothing happens.

November 08, 2016, 03:38:07 AM
Reply #26

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Re: [TUTOR] Doombuilder and You: Mapping Essentials
« Reply #26 on: November 08, 2016, 03:38:07 AM »
@Lagman Here's a quick summary/rundown. Double check to make sure things are correct.

- Tag the sector you want the 3D floor in.
- Make a sector outside of the map. Open linedef properties.
- Action 3D Floor. Tag it the same as the first sector. Make it solid. Alpha 255.
- Texture the linedef.
- The ceiling is the floor of the 3D floor while the floor is the ceiling of the 3D floor. Texture those.
- Wallah. Bingo. Bazango. It should be complete.

If this didn't help, I can take a look at it if you want.

@MetalMasher What do you mean you added a new texture? You put a new one in inside the .wad file using Slade?
That isn't covered in this topic but I should probably get around to it. If that isn't what you're asking, then please clarify. From the looks of things it isn't working because you're specifying TECBLOC2 and not TECBLOC. (That's how I understood it)

November 08, 2016, 03:04:22 PM
Reply #27

Offline Lagman

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Re: [TUTOR] Doombuilder and You: Mapping Essentials
« Reply #27 on: November 08, 2016, 03:04:22 PM »
I've followed all your steps and have even retried doing it many times, but this is all that happens. I've even watched video tutorials.
Spoiler for Hiden:


EDIT: Actually, now that I test it, it shows up in-game, but not in visual mode. How do I get it to show up in the editor?
EDITē: Okay, it'll only show up in the editor if I'm using GZ Doom Builder.

(Also unrelated, but is it possible to get rid of that black fog in the editor?)

November 08, 2016, 06:39:45 PM
Reply #28

Offline Lego

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Re: [TUTOR] Doombuilder and You: Mapping Essentials
« Reply #28 on: November 08, 2016, 06:39:45 PM »
You can adjust view distance under Tools -> Preferences, in the Interface tab.

November 08, 2016, 09:01:55 PM
Reply #29

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Re: [TUTOR] Doombuilder and You: Mapping Essentials
« Reply #29 on: November 08, 2016, 09:01:55 PM »
EDITē: Okay, it'll only show up in the editor if I'm using GZ Doom Builder.

Slopes and 3D floors only show up in the editor in GZ Doombuilder.
That's one of the features it has over regular Doombuilder.
Unless you're stubborn like me and don't want to switch, I wholeheartedly recommend that you grab GZ Doombuilder.


 

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