(ZDoom) 3D Floors Tutorial

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  • เผยแพร่เมื่อ 10 พ.ย. 2024

ความคิดเห็น • 498

  • @DavidXNewton
    @DavidXNewton 8 ปีที่แล้ว +46

    Thanks for these tutorials, they're easy to follow and really show off the features of ZDoom - I'm amazed at what's possible in ZDoom now, rememebering 1995 when we had to use DoomEd and do spatial mathematics in our heads to work out what a room would look like with all the floor and ceiling heights :)

  • @404waffles
    @404waffles 9 ปีที่แล้ว +64

    You sound like Mr. Mackey from South Park.

  • @Chubzdoomer
    @Chubzdoomer  11 ปีที่แล้ว +14

    What I would actually recommend doing is going to the website with the revisions, clicking "GZDoomBuilder" in the lower-left, and downloading one of the GZDoom Builder revisions. GZDoom Builder is essentially Doom Builder 2 with all kinds of fancy GZDoom features such as a GZDoom Visual Mode that allows you to see 3D floors, dynamic lights, colored sectors, and more! You should also consider using GZDoom rather than ZDoom if you aren't already, because it's better in virtually every way.

    • @idogaming3532
      @idogaming3532 2 ปีที่แล้ว

      Ultimate Doom Builder exists now. Please edit your comment to reflect that. Yes ik this comment is from 9y ago.

  • @Will-sq2ls
    @Will-sq2ls 11 ปีที่แล้ว

    Came here researching 3d floors. Was pleasantly surprised to hear a voice that clearly knows a thing or two about DooM editing that also has a southern accent. Dirty souf y'all. :D

  • @JcDizon
    @JcDizon 6 ปีที่แล้ว +3

    Wow, thanks for the tutorial. For over 10 years, I have been putting a bridge thing and one of the step textures to create a bridge but they don't look like a real bridge people can walk over but this feature is gonna change everything in my maps.

  • @jaygorazox1472
    @jaygorazox1472 10 หลายเดือนก่อน

    Years later and still the best tutorial around, thank you!

  • @TontonMayonnaise
    @TontonMayonnaise 8 ปีที่แล้ว +1

    Hey mate ! I know this tutorial is 5 years old ... But it helps me a lot ! I'm learning slade 3 and GZbuilder to create a total conversion of Doom. And such tutos add a lot of interest on a map. Thanks again !

  • @silentzorah
    @silentzorah 12 ปีที่แล้ว +1

    Looks simple as hell, like false sector heights (deep water). I'm gonna have to give this a try.

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว

    I'm the man now, dog! In all seriousness though, glad to hear it helped. Once you learn how to use both 3D floors and slopes, it's crazy what you can pull off. You can even make a 3D floor "swimmable" and essentially have mid-air swimming pools, underwater swimming pools (enclosed within other, solid 3D floors) and more!

    • @johneygd
      @johneygd 3 ปีที่แล้ว

      Now just imagine supermario 64 crossed with a zdoom engine😁😁

  • @KomradeMooseknuckle
    @KomradeMooseknuckle 12 ปีที่แล้ว

    I think this is one of the coolest Doom Builder videos I've seen. I had no clue the engine was capable of so much.

  • @ZetaPrime77
    @ZetaPrime77 2 ปีที่แล้ว

    I just go my wisdom teeth taken out and all these tutorials have made the recovery process go a lot smoother

  • @FightingIrishFan11
    @FightingIrishFan11 11 ปีที่แล้ว

    Excellent tutorial. Things have changed quite a lot from when I first started mapping back in the late 90s. I've decided to get back into it after a lengthy hiatus. I love the 3D floors and slopes. There's so much more you can do now. Thanks for all of your tutorials. I've got a lot of catching up to do.

  • @j0ltgaming
    @j0ltgaming 3 ปีที่แล้ว +4

    Your explanations are super easy to follow, thank you for making these!

  • @corny3072
    @corny3072 13 ปีที่แล้ว

    Omg you can do so much stuff in doom with the simplicity of the 3d floors! You can make benches and put little supports under them or you could make statues! It could be totally possible to make a half-life type doom map! Wow. Amazing.

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว

    Oh, I see. That is actually best done with 3D floors. There is a very useful feature in which you can specify 3D floors to be "swimmable" rather than solid. After that, of course, it's just a matter of positioning the swimmable 3D floors (and non-swimmable, solid ones) in the right places to create whatever you want. Heck, with that method you can even create pools/oceans in mid air!

  • @koopanique
    @koopanique 10 ปีที่แล้ว

    I never thought it was this easy. For all these years I have made bridges because I was too frightened by 3d floor. I'm so unsmart
    Fortunately you made this video. I am thankful to you

  • @goldensox
    @goldensox 6 ปีที่แล้ว

    This is one of the best tutorials I've ever seen for anything doom! Congratulations man if all tutorials were as good as this one many more people would be enjoying building their own doom levels!

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว

    No problem. Once you learn how to use some of the advanced features like this, then how to script, the sky's the limit. It's pretty insane just what you can do with it!

  • @Vynzent
    @Vynzent 12 ปีที่แล้ว

    I constantly come and re-watch this, it's just do damn helpful. Thanks much for making this.

  • @Chubzdoomer
    @Chubzdoomer  11 ปีที่แล้ว

    The best way to do deep water under a 3D floor is to have a 3D floor under a 3D floor. That probably doesn't make sense at first, but make the one on the bottom "Swimmable" rather than "Solid" and give it a little translucency (a value below 255 but higher than 0, preferably somewhere in the middle) to make it look like water. You'll need to give it color, too. If done correctly, you'll be able to swim inside the bottom one and the top 3D floor will be just a typical solid platform.

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว

    No prob! Although this is a bit late, you should also consider checking out GZDoom Builder. It's a version of Doom Builder that specifically supports GZDoom features like dynamic lights, 3D models, of course slopes and 3D floors, and more. I've been using it over these past few weeks and haven't considered returning to Doom Builder even once. It's absolutely amazing, although you need to create maps in UDMF format (which is better than Hexen format) to get the most out of it.

  • @Brandon_519
    @Brandon_519 10 ปีที่แล้ว

    Think I got it..Thanks a lot for these tutorials. I have never created a doom wad in my life and you are helping a ton

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว +1

    Yes. Assign a line a "Door Generic" action, then use the "Lock" property to specify which key(s) is required.

  • @datanon3059
    @datanon3059 11 ปีที่แล้ว

    Mind blowingly simple when it's explained properly. Thank you.

  • @tonywtyt
    @tonywtyt ปีที่แล้ว

    Back in the day these kinds of sectors were a "no-no" and depressing, because multiple stories are cool : ) But, I think the Build Engine for Duke Nukem (with Mapster) would allow it, so this was something that tugged me in the direction of modding for Duke Nukem with Mapster. I said it once, and I'll say it again... You such a great job!

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว

    Make sure that after you've replaced your original DB2 files with those of the latest revision, you visit the "PLUGINS" folder in your Doom Builder 2 directory and read the "GZDoomEditing" text file that is included. If you don't follow those instructions to the tee, your Visual Mode will still be the classic one -- aka the one that doesn't show 3D floors and such.

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @Conker10382 LOL! Hey man, it's no problem. It was just as exciting for me to learn this for the first time, too, and I just love showing others how to do this cool stuff!

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว

    (Just in case you haven't already done this.)
    Make sure that after you've replaced your original DB2 files with those of the latest revision, you visit the "PLUGINS" folder in your Doom Builder 2 directory and read the "GZDoomEditing" text file that is included. If you don't follow those instructions to the tee, your Visual Mode will still be the classic one -- aka the one that doesn't show 3D floors and such.

  • @Compwhiz128
    @Compwhiz128 11 ปีที่แล้ว +1

    Its because of tutorials like this that I realize how early I got into the scheme of doom editing, using only Dmapedit, and not realizing that there were other editors to hack graphics, and executables, then to find out of source ports that had far more functionality. This was back in 2001 too >:O I started hacking too early...

    • @NURDVEVO
      @NURDVEVO 4 ปีที่แล้ว +1

      Hi there
      are you still doing doom stuff?
      i hope you still use this channel.

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @TheBraggle No problem! I hope that everyone can update their ZDoom and Doom Builder 2 versions without running into any problems. That's really the only thing I'm worried about! Everything else should probably be a piece of cake because this technique is just so easy to use.

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว +1

    @MrThembones Make sure that after you've replaced your original DB2 files with those of the latest revision, you visit the "PLUGINS" folder in your Doom Builder 2 directory and read the "GZDoomEditing" text file that is included. If you don't follow those instructions to the tee, your Visual Mode will still be the classic one.

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @RomanceOfHelenTrent There's actually a menu of line actions that you can go to and browse for what you'd like. That's more efficient because the action numbers DO tend to change from one configuration to the next. If you want a basic door, for example, you would use the "Door Generic" action under the "Door" section in the list of line actions. When you right-click the line to assign it an action, click the button that brings up the list and browse through it for what you'd like.

  • @brucew.2805
    @brucew.2805 3 ปีที่แล้ว +1

    Thanks for the tip. Building maps can be very difficult. Requires a lot of time.

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @TheDooganator667 The best way to accomplish this is to create a script that tells a 3D floor (that is shaped like a door and has a door texture) to raise until it is high enough to look like a door that has opened, then after a short delay, lowers back down to the floor to its original position. You can even play a door sound at that position, too, so that it seems even more like a door. It's a wild way to do it, but with 3D floors you can't create doors like you normally would.

  • @Pur3knight56
    @Pur3knight56 13 ปีที่แล้ว

    Thank you Chubz! You're very right when you say the only limit now is our imagination... Thanks again for all your great tutorials! :)

  • @Chubzdoomer
    @Chubzdoomer  11 ปีที่แล้ว +1

    As for polyobjects: I've gotten several requests for a tutorial on those over the past few weeks, so I would like to do a tutorial on them as soon as possible. If I get time this weekend, I'll see if I can produce one.

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว

    Your best bet is really to switch over to GZDoom since it has native support for 3D floors (even without the need for a "revision" version) and also supports 3D slopes, which aren't possible with any of the ZDoom revisions.

  • @TheBillzar820
    @TheBillzar820 13 ปีที่แล้ว

    Thanks for the tutorial chubz, ive started making a deathmatch wad (currently testing with some friends) and im finding that most of the work has really paid off some even wanted to know how to do it! :)
    Again thanks for the heads up on this tutorial chubz

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว +6

    Make sure all of these things are true:
    1. You're using one of the ZDoom/Skulltag configurations for your map.
    2. You're using one of the latest (G)ZDoom or Skulltag revisions.
    3. You're using one of the latest Doom Builder 2 revisions (required for seeing the slopes in Visual Mode).

  • @Chubzdoomer
    @Chubzdoomer  11 ปีที่แล้ว

    In Hexen format, all you have to do is give a line the Translucent Line action (208) and specify the Transparency Amount, which ranges from 0 to 255 (transparent to opaque).
    The downside to this is that unlike in UDMF format, it takes up the line's action slot meaning it can't be used for anything else. You can get around that via scripting or using the Set Line ID field and having one line set another's translucency, but overall it's just much clunkier than in UDMF format.

  • @KokoRicky
    @KokoRicky 12 ปีที่แล้ว

    Chubz, thanks so damned much. I just got into editing and am very interested in GZDoom editing. Now I feel confident enough to map for it! Thanks!

  • @arthercasillas2755
    @arthercasillas2755 10 ปีที่แล้ว +3

    When you cant see the floor of your sector like chubz you have to reach outside for the triangle and raise the floor just a bit this will reflect on the tagged sector.

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว

    I didn't create Doom Builder, just the tutorials, but I appreciate it!

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว

    The Readme file is in the Doom Builder 2 revision version's Plugins folder. Look in the directory where it's installed and you should see it.

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @corny3072 Yeah, exactly! You can actually make tables, too, with legs and space underneath rather than blocks coming out of the ground. The possibilities are pretty amazing.

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @TheHelpfulTuts Just download the r416 version of Doom Builder 2 from the SVN website and copy the new files over the old ones. All that does is renew your version of Doom Builder 2, keeping your configurations, etc. in place. Your WAD files are completely separate from Doom Builder and are not affected in any way.

  • @tom97560
    @tom97560 13 ปีที่แล้ว +1

    chubz can u make a tutorial on how to use silent teleports as elevator effect?
    (ive played in maps that u enter elevator and it silent teleports u to another place in the map making it look like you've gone up/down)

  • @dripnx6381
    @dripnx6381 ปีที่แล้ว

    imagine the genius doom wads this trick would make

  • @Chubzdoomer
    @Chubzdoomer  11 ปีที่แล้ว

    Rather than using the Doom Builder 2 method, I would now actually recommend searching for GZDoom Builder and using it instead. It has built-in 3D Floor support and more and is better than Doom Builder in just about every way. It's basically just a modified Doom Builder 2.

  • @SuperLeosid
    @SuperLeosid 8 ปีที่แล้ว

    Thanks a lot buddy! This is one hell of a thing which always troubled me. But now that it's solved, I'm currently making a megawad and will soon publish it. :D

  • @SkrekkLich
    @SkrekkLich 12 ปีที่แล้ว

    THANKS!!!! I searched the web like an idiot...just found the readme myself ... should have checked yt 10 minutes earlier xD ... thank you Chubz!!! This tutorial is 1 year old....today it's also possible to get the latest GZDoom Builder, which is based on the latest revision of DB 2 i think, and comes with the GZDoom Visual Mode...I also compiled the latest Doom Builder 2 revision and wondered why it didn't work...dammmmnnn xD Thanks again Chubz :)

  • @T0XICMASCULINITY
    @T0XICMASCULINITY 6 ปีที่แล้ว +1

    Chubz, can you please give me a hand with something? Is it possible to create 2 3d floors, raise one to be the roof above the first one, then draw a door, and pull the geometry downwards fron the roof piece to create the door like normal? Whenever I try to create a door on a second story, I pull downwards from the 3d roof above, but instead of just lowering the door sector I selected, it lowers the entire 3d floor/roof. I'm pretty sure I could pull it upwards from the floor to create the door which would make the door go down instead of up when activated, but I was hoping I could still have it go upwards like normal, and that I was just doing it wrong or something. I spent almost 5 hours trying to different things out, but I just cant figure it out.

    • @Chubzdoomer
      @Chubzdoomer  6 ปีที่แล้ว

      Sadly, there's no real easy way to do a door between two 3D floors. The only method I can think of would be to have a THIRD 3D floor that exists between the two and acts as the door, and is told to raise when the player "activates" it. This would require scripting, however, and you'd also run into numerous problems with that approach (like playing a sound, allowing the door to close, and so forth). As a result, I recommend avoiding that approach all-together if at all possible. Don't get too crazy with 3D floors--instead, try to stick to using them for decorations or very basic "room over room" situations. If you need to create a more elaborate floorplan complete with doors, switches, etc. it'd probably be best to do a "fake room over room" effect via a silent teleport or some other trick.

    • @T0XICMASCULINITY
      @T0XICMASCULINITY 6 ปีที่แล้ว

      @@Chubzdoomer Alright, thank you for the help and advice. That was basically the same answer to my last question that dealt with 3d floors, which is good cause it tells me that what you said is really the only way to approach the 3d floor situation. I'm not trying to create a door on a 3d floor necessarily, I was just curious if it could be done so I could plan ahead accordingly. I just couldn't move on from it until you verified how you would deal with it. Thanks again, I appreciate your help a lot. Back to designing.

  • @rainbowsparkle30009
    @rainbowsparkle30009 12 ปีที่แล้ว

    got it. game config > modes > gzdoom editing apply > and align apply

  • @Chubzdoomer
    @Chubzdoomer  11 ปีที่แล้ว

    GZDoom Builder is its own program, so there's no need to replace any files.

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว

    Try grabbing one of the latest GZDoom revisions from the video description and testing it with that. As long as you follow the steps in the video, it should work just fine.

  • @Necrodogged
    @Necrodogged 5 ปีที่แล้ว

    Concise, to-the-point, and informative. Good tutorial :>

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @RomanceOfHelenTrent Absolutely! Bridges, roofs, you name it!

  • @nukima11
    @nukima11 4 หลายเดือนก่อน

    Thank you. I can make some really complex maps with this technique.

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @Shadowtechnique Yeah, it's the same thing. GZDoom works exactly the same way as ZDoom, but it just has support for a few extra features ZDoom doesn't (like 3D floors that are sloped).

  • @ghostface9577
    @ghostface9577 ปีที่แล้ว +1

    I don't speak English, but what a good tutorial

  • @madkvideo
    @madkvideo 12 ปีที่แล้ว +1

    Just tried with r1630 and it didn't work. When i get under the floor in 3d visual mode, it highlights the ceiling.

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @Shadowtechnique You're exactly right, because I suffered from this problem, too! Apparently the r1429 version only does proper alignment if you use UDMF rather than Hexen format. I'm using r1416 myself!

  • @pauld1429
    @pauld1429 12 ปีที่แล้ว

    Actually sorry, yes there is currently an updated one that is functional. You can obtain it on the DRD Team forum in the SVN builds section

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @PSXDooMERR There's nothing wrong with oldschool Doom at all. I've created several oldschool maps myself (Solitude, C1M1, and so forth). I don't think there's anything wrong with ports like ZDoom either, though. Breathing new life into an old classic is never a bad thing.

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @kerelwtf You can't use multiple doors in the sense of doing doors like you normally would, but you can get around it with clever usage of moving 3D floors! You can create "doors" that are basically 3D floors in the shape of doors that move up, then come back down just like a door normally would. There are probably a few other techniques that you could use to get around this, too, but that's one of the first that comes to mind. See my "3D Moving Platforms" tutorial to learn how to move them.

  • @MaxStasis231
    @MaxStasis231 11 ปีที่แล้ว

    BTW My format is ZDoom (Doom in Hexen Format) and I'm using Doom Builder 2 with the latest version. Hope that helps

  • @XaneMyers
    @XaneMyers 12 ปีที่แล้ว

    Basically, GZDoom Builder is like Dom Builder 2's GZDoom Visual Mode plugin, plus the ability of viewing Dynamic Lights in the editor, which can be useful for me.

  • @pauld1429
    @pauld1429 12 ปีที่แล้ว

    @shindogking10
    That is because the revision is for an older version of doom builder 2. The newest official build is a later version. I haven't checked at the DRD team's site lately, but I don't think there is a fully working gzdoom plugin for the newest release of doombuilder 2 quite yet.

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว

    @MrSunrise2010 The only way to change the name of the map is to download a WAD editor like XWE or Slade, then import a "MAPINFO" lump file containing the information for your custom map(s) including the name, par time, and so forth. This is one of the next tutorials I plan on doing when I get around to it because it revolves around programs other than Doom Builder.

  • @Conker10382
    @Conker10382 13 ปีที่แล้ว

    Dear Chubz,
    Our relationship up to this point has been strictly professional. But I've never seen you in this light. I find myself utterly attracted to you. Your DoomBuilder skills bring out the beauty inside. I know this is all so sudden, but...will you marry me? LMAO. In all seriousness, this is simply amazing. Thanks for all the knowledge you impart! You had me at "3D Floors".

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @IMMAPLUTO Make sure you visit the Plugins folder inside your Doom Builder 2 directory and read the "GZDoomEditing" text file that is included. Follow the instructions in that text file to the tee, as it shows you how to set everything up and advises you on how you should re-bind your keys for the two separate Visual modes, too.

  • @johneygd
    @johneygd 3 ปีที่แล้ว

    Whoooaaah this is definitely awesome, i was always imagine what if doom did had slopes and rooms over rooms, well it turns out that it is possible,
    Now just imagine supermario 64 crossed with a zdoom/rordoom engine,now off course most textures needs to be replaced with those once from mario 64 but that shouldn’t be a problem😁😁😁

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @Vojife Make sure you go to your "Plugins" folder in the Doom Builder 2 directory and follow the instructions in the "GZDoomEditing" text file. Otherwise, you're in vanilla Visual Mode, which doesn't show slopes or 3D floors.

  • @MRAXWEDBAF
    @MRAXWEDBAF 13 ปีที่แล้ว

    @Chubzdoomer thanks a lot. also thanks for the fast response

  • @JaxxoonR
    @JaxxoonR 13 ปีที่แล้ว

    @MRAXWEDBAF Yes you will. The difference is that DooM is awesome.

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @firebad0 Yes, you can find Skulltag revisions at the same website.

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว

    Yes, they technically exist but they're small enough so that you can easily place them "out of the way" so that they don't collide with the rest of your level.

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว

    I've heard everything from Bill Clinton to Forrest Gump to Dr. Phil, but never Mr. Mackey (at least not to my knowledge). I do, however, take that as a compliment because Mr. Mackey is awesome. M'kay?

  • @arthercasillas2755
    @arthercasillas2755 10 ปีที่แล้ว +1

    With this knowledge my entire prison and sewers maps need to be done the way I envisioned...Just when I thought I was done.......

  • @MaxStasis231
    @MaxStasis231 11 ปีที่แล้ว

    I've copied exactly what you did but when I go under the 3D floor sector there's no flat surface underneath therefore I cant change how high up the platform is.

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว

    Use ESDF rather than WASD. E and D and forward and backwards, S and F are strafe left and right.

  • @orionp7504
    @orionp7504 10 ปีที่แล้ว

    How would I go about making a door on the same linedef on two seperate floors?

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @SecretFinder52 Unfortunately, not that I'm aware of. :-( That's one thing I haven't pulled off (or spent much time trying) yet is a door-over-door effect.

  • @5daysastranger
    @5daysastranger 11 ปีที่แล้ว +1

    I'm using GZDoom Builder (doom in hexen format) and i do what you say in your video and it gives me an "only in opengl"message.I have tried it also with UDMF format but still,i cant get it to work.When i go below the map in visual mode i can't even see the back side of the floor!!

  • @madkvideo
    @madkvideo 12 ปีที่แล้ว

    Chubz you are the man!

  • @RomanceOfHelenTrent
    @RomanceOfHelenTrent 13 ปีที่แล้ว

    hey, making doors and lifts and other simple stuff doesn't seem to work in the Doom in Hexen Format. Like lindef action 1 doesn't come up with "Door open waits closes" but instead comes up with "polyobj startline" i know this may seem dumb but please tell us, HOW DO I MAKE DOORS, LIFTS, SWITCHES AND OTHER SIMPLE STUFF IN THE ZDOOM DOOM IN HEXEN FORMAT

  • @altazimuth
    @altazimuth 13 ปีที่แล้ว

    Can you help make a tutorial on floating slopes? The method behind making them confuses me, I want to get more into creating multi-floor maps using this technique.

  • @Vojife
    @Vojife 13 ปีที่แล้ว

    Hi. I did it exactly like you in the video, it works in game, but I can't edit the 3D floor heights in visual mode, which is very handy...

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @jr2nd Make sure you go to your "Plugins" folder in the Doom Builder 2 directory and follow the instructions in the "GZDoomEditing" text file.

  • @Chubzdoomer
    @Chubzdoomer  12 ปีที่แล้ว

    @tourettesguy169 Make sure you go to your "Plugins" folder in the Doom Builder 2 directory and follow the instructions in the "GZDoomEditing" text file. Otherwise, you're in vanilla Visual Mode, which doesn't show slopes or 3D floors! Let me know if this fixes it for you.

  • @thedawg199370
    @thedawg199370 10 ปีที่แล้ว

    How do you use 3d floors to make deep water areas?

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @XVoIR Wow, I thought mine worked fine until I tested it again. You're right, my offsets aren't changing in GZDoom Visual Mode! I can't believe I didn't catch this until now. Have you found a solution yet? Until it's corrected in a later version or I find a fix, what I'm going to do is enable the regular Visual Mode and map it to the "Q" key (since it's just to the left of "W") and switch over to it whenever I need to align textures. This sucks!

  • @Chubzdoomer
    @Chubzdoomer  13 ปีที่แล้ว

    @jr2nd Nope, as far as I know you can just keep stacking them over and over. You can even have a 3D floor over top of a 3D slope, then a 3D slope over top of that 3D floor!

  • @tourettesguy169
    @tourettesguy169 12 ปีที่แล้ว

    @Chubzdoomer oh its working now, thanks a bunch :) and also i was wondering if you could do a tutorial on how to put rain SFX in a map, because im trying to make a rain forest type of map

  • @waltersullivan5042
    @waltersullivan5042 2 ปีที่แล้ว

    Is it possible to make functioning doors that come from underneath a 3d floor without the door being connected to a ceiling?

    • @Chubzdoomer
      @Chubzdoomer  2 ปีที่แล้ว +1

      You can technically script your own "3D floor door" that behaves similarly to an original door, but it's going to require some nasty scripting and would probably never be as "polished"/convincing as an original door.
      When it comes to 3D floors I would try to stick to using them for special architecture as opposed to using them for entire floors (like "floors" of a hotel), because that's when it gets ugly. At that point you're much better off using portals, like in this video:
      th-cam.com/video/jBXxVc1X8bE/w-d-xo.html

  • @TheDooganator667
    @TheDooganator667 13 ปีที่แล้ว

    Do you think u could make doors for the 3d platforms? like suspending doors in the air.

  • @FightingIrishFan11
    @FightingIrishFan11 11 ปีที่แล้ว

    I know it's possible to create a teleport on a 3D floor, but how do I add a texture to just the teleport section and not the surrounding area?

  • @troubledimp
    @troubledimp 13 ปีที่แล้ว

    when ever i try this the sides and serfaces of my 3d sectors glitch in game its making these serfaces destorted and move as i walk/look around

  • @Voirowsky
    @Voirowsky 13 ปีที่แล้ว

    Well, i making maps with this plugin, but, i can't change the texture offset! I must use classic Visual Mode (Q). How do fix this?

  • @boomboom201
    @boomboom201 13 ปีที่แล้ว

    so many possibilities! time to get to work =)