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Author Topic: How do "I" do THAT in Doom Builder?  (Read 218344 times)

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December 04, 2011, 04:21:40 PM
Reply #150

Offline Jc494

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Re: How do "I" do THAT in Doom Builder?
« Reply #150 on: December 04, 2011, 04:21:40 PM »
Quote from: "Fyone"
Quote from: "Joseph Collins"
That's perfectly normal, as Mega Man 8-Bit Deathmatch handles F_SKY1 as a "skybox" texture.  Basically, you make a skybox somewhere else in the map, toss a Skybox Viewpoint in, then go back to your main area and select F_SKY1 as your ceiling/floor texture to show the skybox.

I believe your question about skyboxes was answered earlier in this very thread.  :3

Well, actually I wasn't talking about how to make a skybox, because I already have a skybox. I was saying that when I put F_SKY1 as my ceiling texture it works fine with my skybox, but when I do it with my floor texture the same glitch happens as the one if you had 'no texture' (!).

Possible fix: Raise the Skybox viewpoint object by a height. Usually I do it 8, 16 or 32.

December 04, 2011, 06:54:56 PM
Reply #151

Offline Fyone

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Re: How do "I" do THAT in Doom Builder?
« Reply #151 on: December 04, 2011, 06:54:56 PM »
Thanks, it worked!  :D

December 05, 2011, 01:37:39 AM
Reply #152

Offline Joseph Collins

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[Tip] Projectile-Eating Walls
« Reply #152 on: December 05, 2011, 01:37:39 AM »
Here's a really silly one for you folks.  Something from the old Doom days that some people easily overlook or forget exists:
Let's say you have an outdoor map, right?  The battleground has boundaries encased in walls.  But the walls use no texture, so players see the skybox.  Now let's say a player shoots a Crash Bomb at the not-a-wall.  It sticks, then detonates.  This looks silly, doesn't it?  Well, I found a way to make all projectiles disappear when they hit a wall!  And it's dumbfoundingly easy.

- Right-click any line you want to be a "projectile eater".
- Down in the Action section, set the Action to 9 ("Line Horizon").
- Click "OK".  Test.

And viola!  Any projectile you shoot at the wall will now disappear without a trace!  Gemini Lasers won't bounce off, Drill Bombs and Crash Bombs won't explode, and so-forth and so on!  It really improves the quality of an outdoor map to do this.

December 05, 2011, 06:12:18 AM
Reply #153

Offline TERRORsphere

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Re: How do "I" do THAT in Doom Builder?
« Reply #153 on: December 05, 2011, 06:12:18 AM »
People interested in this topic might want to check this out quick!

Mapping stream for Tutorial purposes.

December 05, 2011, 11:55:24 PM
Reply #154

Offline Fyone

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Re: How do "I" do THAT in Doom Builder?
« Reply #154 on: December 05, 2011, 11:55:24 PM »
I am confused with floating floors.  :?

Can someone tell me how to make them?

December 06, 2011, 12:34:15 AM
Reply #155

Offline Joseph Collins

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Re: How do "I" do THAT in Doom Builder?
« Reply #155 on: December 06, 2011, 12:34:15 AM »
When you say "floating floors", do you mean the old style (left), or its more modern counterpart (right)?

December 06, 2011, 12:38:05 AM
Reply #156

Offline Fyone

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Re: How do "I" do THAT in Doom Builder?
« Reply #156 on: December 06, 2011, 12:38:05 AM »
Right, please.

December 06, 2011, 02:52:37 AM
Reply #157

Offline Joseph Collins

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Re: How do "I" do THAT in Doom Builder?
« Reply #157 on: December 06, 2011, 02:52:37 AM »
Well, as seen in this demonstration WAD, it's a pretty simple procedure, but has a few steps to get it right.

This tutorial assumes you've already made your map and have sectors to work with.
Landmark (Dummy) Sector Settings
- Make the sector where you want your 3D floor to be.  Make sure it's the size you want it to be (for example, 128 x 64 would make a small platform.)
- You must change the sector tag(s) to a different number.  For this example, let's use the number 100.
Note: You don't have to change this sector's floor or ceiling height.  You could keep it level with the rest of your map, or change it if you want a raised/lowered area under your floating platform.

3D Platform Sector Settings
- Make a sector outside of your main map area.  It must have at least three sides but does not need to be the same shape or size as the sectors in the main map.
- Adjust the height and floor of the sector to where you want it to appear in your map.  For example, if you wanted a small platform to appear at just out of jumping range from base floor height, you'd set the Ceiling Height to 96 and the Floor Height to 64.
- Right-click one of the linedefs of your 3D platform sector (it doesn't seem to matter which, but I suggest one that's perfectly horizontal or vertical, as opposed to at an angle).
- In the Properties for that linedef, change the Action to 160 (Sector 3D Floor) and change the Sector Tag to the tag of the sector(s) you wanted to have 3D platforms over (in this case, 100).
- Under Type, toggle whatever settings you want.  For a solid platform that can't be passed through, for example, change the Type to 1.
- Changing the Alpha will make the platform more or less visible.  A setting of 0 will make the platform completely invisible while 255 will make it totally visible.  Anything in between will make it see-through.

After both steps are done, click "OK", then test your map.  You should have a hovering 3D platform where you wanted it.  You might notice that the platform matches the size of the sector you made in the main map despite the actual 3D platform being much smaller or larger.  This is normal.

Hope this helps!  I tried to explain this as best I could.  ^_^;

December 06, 2011, 02:57:43 AM
Reply #158

Offline Fyone

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Re: How do "I" do THAT in Doom Builder?
« Reply #158 on: December 06, 2011, 02:57:43 AM »
Thanks man, you've been a big help.  :mrgreen:

December 06, 2011, 03:31:35 AM
Reply #159

Offline Joseph Collins

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Re: How do "I" do THAT in Doom Builder?
« Reply #159 on: December 06, 2011, 03:31:35 AM »
Oh, if I hadn't done it, someone else would have eventually.  I'm just glad I wrote that out clear enough to understand.  @_@;

December 06, 2011, 10:51:00 AM
Reply #160

Offline Duora Super Gyro

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Re: How do "I" do THAT in Doom Builder?
« Reply #160 on: December 06, 2011, 10:51:00 AM »
Ok. I had this really cool idea for CTF. but I cant get it working.
Im trying to make it so if blue team has one point left, there theme will play. But if red team has one point left, A different theme will play. Anybody know how to do that.

December 06, 2011, 08:48:02 PM
Reply #161

Offline Korby

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Re: How do "I" do THAT in Doom Builder?
« Reply #161 on: December 06, 2011, 08:48:02 PM »
I'm not sure if it'll work for CTF, but Mike did something similar in GvH, I'm not sure if it has to do with the map though.

December 07, 2011, 01:46:44 AM
Reply #162

Offline Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #162 on: December 07, 2011, 01:46:44 AM »
The CTF maps in 8bitDM are coded to have music play when there's one point left. What I don't understand is WHAT exactly triggers it, because the script for it makes me think it could be a few factors. I once asked this too, and was left answer-less.

...It's ACS code too.  :(  C'mon Mike, impair us some wisdom.

December 07, 2011, 04:15:30 AM
Reply #163

Offline Asd967

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Re: How do "I" do THAT in Doom Builder?
« Reply #163 on: December 07, 2011, 04:15:30 AM »
I'm not Mike, but...
CTF Music Change Script:

Code: [Select]
script 190 OPEN
{
if(GetCvar("ctf")==1){
if(BlueScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){
if(GetLevelInfo(LEVELINFO_PAR_TIME)==1){SetMusic("MM1BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==2){SetMusic("MM2BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==3){SetMusic("MM3BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==4){SetMusic("MM4BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==5){SetMusic("MM5BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==6){SetMusic("MM6BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==7){SetMusic("MM7BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==8){SetMusic("MM7OBOS");}
}
}
if(GetCvar("oneflagctf")==1){
if(BlueScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){
if(GetLevelInfo(LEVELINFO_PAR_TIME)==1){SetMusic("MM1BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==2){SetMusic("MM2BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==3){SetMusic("MM3BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==4){SetMusic("MM4BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==5){SetMusic("MM5BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==6){SetMusic("MM6BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==7){SetMusic("MM7BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==8){SetMusic("MM7OBOS");}
}
}
if(GetCvar("ctf")==0){
if(GetCvar("oneflagctf")==0){
terminate;
}
}
Delay(35*2);
restart;
}

As you can see, it takes the level's par and checks is there's one point left.
Same idea behind normal level's Music Change code.
What triggers is the line talking about BlueScore, RedScore and PointLimit.
They are Skulltag functions to check each team's scores, and PointLimit is the CVAR defined on the server.

December 07, 2011, 07:35:24 PM
Reply #164

Offline Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #164 on: December 07, 2011, 07:35:24 PM »
But the problem is that if you throw that into the scripts lump and change it around to be compatible with other maps, things screw up because it apparently conflicts with the original ACS script in the 8bitDM PK3.