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Author Topic: [TUTORIAL] Importing new textures into MM8BDM  (Read 55523 times)

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September 30, 2011, 12:40:56 AM
Reply #15

Offline LlamaHombre

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #15 on: September 30, 2011, 12:40:56 AM »
SLumpEd.

SS_START, SS_END, DECORATE.

CSCM11.

Do the math.

September 30, 2011, 12:56:06 AM
Reply #16

Offline DarkAura

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #16 on: September 30, 2011, 12:56:06 AM »
Aura - Is there a specific action you're trying to make him do or just a standard 2-frame animation?

September 30, 2011, 02:59:11 AM
Reply #17

Offline Magnet Dood

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #17 on: September 30, 2011, 02:59:11 AM »
Just a standard two frame animation is all. Just want to make him blink.

September 30, 2011, 04:04:37 AM
Reply #18

Offline DarkAura

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #18 on: September 30, 2011, 04:04:37 AM »
Aura - Like LlamaHombre said, CSCM11's Blaze decoration is a good example:
Code: [Select]
actor Blaze 24005
{
+CLIENTSIDEONLY
scale 2.5
translation "192:192=162:162", "198:198=175:175"
States
{
Spawn:
BLAE A -1
stop
}
}

Listed in map wad in order:

SS_START
BLAEA1
BLAEA8A2
BLAEA7A3
BLAEA6A4
BLAEA5
SS_END

To make the Soshi Breaker into a decoration, I would suggest this:
Code: [Select]
actor SoshiBreaker (unique Doom# here)
{
+CLIENTSIDEONLY
scale 2.5
States
{
Spawn:
SOSH A 42
SOSH B 6
stop
}
}

Sprite names in order from left to right:

Top row: SOSHA1 SOSHA8A2 SOSHA7A3 SOSHA6A4 SOSHA5
Bottom row: SOSHB1 SOSHB8B2 SOSHB7B3 SOSHB6B4 SOSHB5

QUICK NOTE: This will only work if the diagonal and side sprites are facing the right, so those sprites will have to be horizontally mirrored for it to work properly.

And set up in the map wad like this, in order:

SS_START
SOSHA1
SOSHA8A2
SOSHA7A3
SOSHA6A4
SOSHA5
SOSHB1
SOSHB8B2
SOSHB7B3
SOSHB6B4
SOSHB5
SS_END

I think that is as best as I can explain it. If not, then that proves I never was good at being a teacher.

September 30, 2011, 08:11:04 PM
Reply #19

Offline Magnet Dood

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #19 on: September 30, 2011, 08:11:04 PM »
Ok, I've got this so far:
This is in the entry contents file

+CLIENTSIDEONLY
scale 2.5
States
{
Spawn:
SOSH A 42
SOSH B 6
stop
}
}

This is in the Entries file
ACTOR SO Size: 0 Type: Marker

Now what do I do?

September 30, 2011, 09:30:04 PM
Reply #20

Offline Korby

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #20 on: September 30, 2011, 09:30:04 PM »
Name it and give it a unique DoomED number.

September 30, 2011, 09:31:47 PM
Reply #21

Offline Magnet Dood

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #21 on: September 30, 2011, 09:31:47 PM »
DoomED number? Uh...

Like what? 100005?

EDIT: And where do you put in this number?

September 30, 2011, 09:41:04 PM
Reply #22

Offline Ivory

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #22 on: September 30, 2011, 09:41:04 PM »
You don't need the DoomED number unless you want to be able to place it on the map, otherwise you don't need the number as you can spawn it by other means. (ACS, etc)

September 30, 2011, 09:54:06 PM
Reply #23

Offline Magnet Dood

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #23 on: September 30, 2011, 09:54:06 PM »
But I don't know how to put it on through ACS...

Where do you put the DoomEd number?

September 30, 2011, 11:14:53 PM
Reply #24

Offline DarkAura

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #24 on: September 30, 2011, 11:14:53 PM »
Aura - *Aura used Magical Recall*

Code: [Select]
actor SoshiBreaker (unique Doom# here) <-------
{
+CLIENTSIDEONLY
scale 2.5
States
{
Spawn:
SOSH A 42
SOSH B 6
stop
}
}

October 01, 2011, 12:59:11 AM
Reply #25

Offline Magnet Dood

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #25 on: October 01, 2011, 12:59:11 AM »
Can someone give me a good doom number?

October 01, 2011, 01:02:39 AM
Reply #26

Offline LlamaHombre

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #26 on: October 01, 2011, 01:02:39 AM »
It must be between 0 and 28000, if I recall.

Anything in the 20000's is fair game.

If it does work, make sure it's compatible with Burner Man though or I will eat you.

October 01, 2011, 01:20:13 AM
Reply #27

Offline Magnet Dood

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #27 on: October 01, 2011, 01:20:13 AM »
Uh, ok.

I'll put it down as 23560.

EDIT: WHERE DO YOU PUT IN THE NUMBER AND WHERE THE HELL IS MAP EDITOR IN SLADE

October 01, 2011, 01:51:33 AM
Reply #28

Offline Korby

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #28 on: October 01, 2011, 01:51:33 AM »
Right after the name.

"actor blahblah 98759234752890345"

October 01, 2011, 02:00:24 AM
Reply #29

Offline Magnet Dood

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #29 on: October 01, 2011, 02:00:24 AM »
So you're supposed to put the number after the actor name?

Jeez, I'm stoopid.

EDIT: Now I'm getting angry, why does Slade only accept 8 characters for the name?

I'm in a WAD maker, and it only allows 8 chars. For example: ACTOR SO

What the heck is wrong with this thing???

Can someone just make this for me? It's becoming too complicated...