Thanks mate. Just finished my first map in Doom2 format. Going to make the next one in Zdoom and use your scripting tutorials to design some intricate set pieces I have in my head. I'll use the water warping effect now too. The tips you have made videos for are incredibly useful, so thanks for the easy to understand breakdowns of how things work.
the reason why slade asks that is again, is because when you click save, it saves the most recent changes you've made. Sometimes that skips a lump or two, that are either still open or recently closed. So if it asks, clicking yes again makes sure it is saved. It's a backup feature most likely
I don't like messing with the textures because I've made mistakes there before. So I did this in ANIMDEFS And it seems to work. texture FWATER1 pic FWATER1 tics 1 pic FWATER1 tics 1 Warp2 Flat FWATER1
when you change any scripting in the entry contents window you need to save the changes first by using the save icon that is just below the word Entry contents. then you can save the file normally with the far left save icon.
I'm curious, if it really is as simple as adding "Warp2" before a flat in ANIMDEFS, is it possible to create a new flat animation but with "Warp2" set just before the "Flat" definition so you can combine the warping effect with an animated flat? If that's so, that'd make some really trippy and cool effects.
Yeah, you can pair it with flats/textures that are already animated. I could've just done ANIMDEFS and used Warp2 on FWATER1 for example (instead of a brand new, separate texture that only uses FWATER1 as a patch--meaning it only uses the first FRAME of the FWATER# animation), but I tried that before and found that the end result just didn't look right. You basically end up with the slideshow-like default water effect paired with warping, and the two don't mesh well at all. Maybe some combinations would actually look good though!
curious if you know with raycasting how does one code in the multiple different levels or the illusion of different levels like how the original doom did it. with levels i mean adding different heights to the floor and walls.
If I want to use, in different areas of course, the same flat/texture but animated in one area and static in another, can O make it without having two identical image lumps in the wad?
I'm pretty sure you'd need two separate textures for that in the TEXTURES lump. In this example, there'd be no way to use NEWWATER without it warping. If you just wanted it to be a still texture you'd have to do something like NEWWATER2 (or NEWWATR2 since you're limited to 8 characters) and leave it out of ANIMDEFS.
Can you make this a permanent texture so you don't have to do this for every map? I tried to do this in the doom 2 folders with slade but nothing happened :(
Your best bet is to probably use a utility like Terrain Generator, which can create complex terrains and export them as map files: forum.zdoom.org/viewtopic.php?f=232&t=70938 Another method that's slower and far more tedious is to use Vertex Slopes. Here's an example from someone else: th-cam.com/video/nOhjP0Hj3eE/w-d-xo.html
How can i put multiple AnimDefs in only 1 AnimDef lump? (Im with PK3) So, as far as my knowledge goes i thought it was the same way as multiple DECORATE lumps (Basically, i created a folder inside the pk3 named as "DECORATE" and inside that folder drag all the Decorate lumps for Actors, then in the root added another "Main Decorate Lump" with: #include "DECORATE/DECORATE1" #include "DECORATE/DECORATE2" etc) I tried doing the same with Animdefs but it just won't work, it says "animdefs.txt" line 1: Bad syntax." every time i tried to enter Testing Mode. This is what my Main lump has: 1#Include "ANIMDEFS/Animdefs1" 2#Include "ANIMDEFS/Animdefs2" Can you give me a hand to fix that, please?
I wish I could help, but I've personally never worked with PK3s (WADs have always been sufficient for me, and as someone who usually focuses on mapping and scripting I've never felt the need to learn the ins-and-outs of PK3s). Sorry. :-(
For some reason it converts "Animedefs" into the type "MAP MARKER", it does not stay in text format and it becomes an exact copy of my map but it is called animdefs, how do I solve it?
I tried to delete it and do it again, and it did not convert "ANIMDEFS" into a map, but it did with "TEXTURES", and when I did the same again but with "TEXTURES" it turned "ANIMDEFS" back into a map
There are a few different ways, but the easiest/most straight forward way is to create a map set on MAP31, then on MAP01 (or any other map leading up to MAP31) give a line action special #244 (End Secret). After triggering the line, the player should be sent to your custom MAP31 level.
Yep, but in my experience that simply doesn't look very good. You can actually see this for yourself with the plain old FWATER1 water by modifying your ANIMDEFS lump to be as follows: Warp2 Flat FWATER1 Warp2 Flat FWATER2 Warp2 Flat FWATER3 Warp2 Flat FWATER4 Now go to the map and use FWATER1 as the floor (or ceiling) texture and play, and it should be warping as it's going through the normal water animation. As you will also see though, it doesn't look good at all... at least in my opinion.
Applying splashes to brand new textures requires the TERRAIN lump. Sadly I'm not very familiar with it and the Wiki page is sorely lacking when it comes to examples, so your best bet would probably be to ask the folks over on the ZDoom/Doomworld forums. Here's the Wiki page if you want to give it a shot yourself: zdoom.org/wiki/TERRAIN
And after everything is said and done, Chubz is still teaching me tips an tricks on Doom mapping.
I was just trying to figure out how to do this yesterday.
Nice, now i can recreate water world
Another excellent, simple, straight to the point tutorial. I'll be sure to use this at some point! You rock!
thank you so much for all of the editing skills I can achieve when doom map making, you have really helped me. :)
Gonna use that for UAC Atlantica Facility from Eternal DLC
What do you mean? you mean you're gonna recreate that map in Classic doom?
@@deadrock1678 yep, I plan to make Every DOOM Eternal maps in classic DooM, because I cant run and play it, so I will make the dream myself
@@Dondlo46 not missing much tbh
@@SpunkMayo for me I am missing much, if you don't care about the game, that is fine
Thanks mate. Just finished my first map in Doom2 format. Going to make the next one in Zdoom and use your scripting tutorials to design some intricate set pieces I have in my head. I'll use the water warping effect now too.
The tips you have made videos for are incredibly useful, so thanks for the easy to understand breakdowns of how things work.
Most helpful man in the whole doom community. Thanks!
So happy you're still making tutorials
the reason why slade asks that is again, is because when you click save, it saves the most recent changes you've made. Sometimes that skips a lump or two, that are either still open or recently closed.
So if it asks, clicking yes again makes sure it is saved. It's a backup feature most likely
thanks as always Chubz... clear and concise... so glad you are still cranking out the quality content!
You make the best doom tutorials out there man.
You are the authority.
Awesome. I really need to get back into some editing.
well hot damn. i'm pretty skilled with DECORATE and mapping but i never knew this. you're the man, Chubz
Same lol. I was like, "whaaaa?
It's 2020 and Doom still kicks ass!
Another great tut!
This is epic
Thanks a lot for uploading this video. I'll definitely be putting this into practise.
Done and works a treat!
Great. Thanks
Again thanks for the uploads
I like to call these "quake style" water floors.
Thanks @Chubdzdoomer
Another great tutorial as usual
Another fantastic tutorial! Cheers! 🍻
You do such a great job! Thanks!
I don't like messing with the textures because I've made mistakes there before.
So I did this in ANIMDEFS
And it seems to work.
texture FWATER1
pic FWATER1 tics 1
pic FWATER1 tics 1
Warp2 Flat FWATER1
Hi Chubz! Love your work!
thanks so much for this great tutorial :)
Nice...
thank you so much, this helps a ton!!
NIIICE!!
when you change any scripting in the entry contents window you need to save the changes first by using the save icon that is just below the word Entry contents. then you can save the file normally with the far left save icon.
Ahh, I see now. You'd think they'd make it so that the Save All icon really does save EVERYTHING--even the entry you're working on!
@@Chubzdoomer humorously, save all saves every wad/pk3/etc you have open, which can be a bit of a disaster LOL
lol, i know you want to be sometimes be oldschool, theres shortcut keys ctrl + s will save it :p
I like Slade because Linux support.
Do you have or could you make a tutorial for making a custom weapon from start to finish?
That's something I've never done, so unfortunately I won't be making a tutorial like that anytime soon. :-(
Cool!
Or I could just add a wad from Realm667 to my map that does this for me.
Or just use the tutorial WAD in the video description. 🙂
I'm curious, if it really is as simple as adding "Warp2" before a flat in ANIMDEFS, is it possible to create a new flat animation but with "Warp2" set just before the "Flat" definition so you can combine the warping effect with an animated flat?
If that's so, that'd make some really trippy and cool effects.
Yeah, you can pair it with flats/textures that are already animated. I could've just done ANIMDEFS and used Warp2 on FWATER1 for example (instead of a brand new, separate texture that only uses FWATER1 as a patch--meaning it only uses the first FRAME of the FWATER# animation), but I tried that before and found that the end result just didn't look right. You basically end up with the slideshow-like default water effect paired with warping, and the two don't mesh well at all. Maybe some combinations would actually look good though!
curious if you know with raycasting how does one code in the multiple different levels or the illusion of different levels like how the original doom did it. with levels i mean adding different heights to the floor and walls.
I have nowhere near that level of technical expertise. Sorry. :-(
If I want to use, in different areas of course, the same flat/texture but animated in one area and static in another, can O make it without having two identical image lumps in the wad?
I'm pretty sure you'd need two separate textures for that in the TEXTURES lump. In this example, there'd be no way to use NEWWATER without it warping. If you just wanted it to be a still texture you'd have to do something like NEWWATER2 (or NEWWATR2 since you're limited to 8 characters) and leave it out of ANIMDEFS.
Can you make this a permanent texture so you don't have to do this for every map? I tried to do this in the doom 2 folders with slade but nothing happened :(
Hey, Chubz. Know any tricks/programs for making complex terrine? I was trying to do a mountain type thing and am at a loss.
Your best bet is to probably use a utility like Terrain Generator, which can create complex terrains and export them as map files:
forum.zdoom.org/viewtopic.php?f=232&t=70938
Another method that's slower and far more tedious is to use Vertex Slopes. Here's an example from someone else:
th-cam.com/video/nOhjP0Hj3eE/w-d-xo.html
@@Chubzdoomer Thanks, man
How can i put multiple AnimDefs in only 1 AnimDef lump?
(Im with PK3)
So, as far as my knowledge goes i thought it was the same way as multiple DECORATE lumps (Basically, i created a folder inside the pk3 named as "DECORATE" and inside that folder drag all the Decorate lumps for Actors, then in the root added another "Main Decorate Lump" with:
#include "DECORATE/DECORATE1"
#include "DECORATE/DECORATE2" etc)
I tried doing the same with Animdefs but it just won't work, it says "animdefs.txt" line 1:
Bad syntax." every time i tried to enter Testing Mode. This is what my Main lump has:
1#Include "ANIMDEFS/Animdefs1"
2#Include "ANIMDEFS/Animdefs2"
Can you give me a hand to fix that, please?
I wish I could help, but I've personally never worked with PK3s (WADs have always been sufficient for me, and as someone who usually focuses on mapping and scripting I've never felt the need to learn the ins-and-outs of PK3s). Sorry. :-(
For some reason it converts "Animedefs" into the type "MAP MARKER", it does not stay in text format and it becomes an exact copy of my map but it is called animdefs, how do I solve it?
I tried to delete it and do it again, and it did not convert "ANIMDEFS" into a map, but it did with "TEXTURES", and when I did the same again but with "TEXTURES" it turned "ANIMDEFS" back into a map
@@doomaniac2237 Weird... I've never had that type of problem before so I'm not exactly sure what's going on.
Do you take part of any community doom discord Chubz?
Nah, I very rarely use Discord. I'm mostly on Steam.
@ChubzDoomer How do I make a secret level for Doombuilder
There are a few different ways, but the easiest/most straight forward way is to create a map set on MAP31, then on MAP01 (or any other map leading up to MAP31) give a line action special #244 (End Secret). After triggering the line, the player should be sent to your custom MAP31 level.
Are prodeus map tutorials in our future?
I already have one planned!
@@Chubzdoomer sweeeeet!
Does this work on all IWADS, IE: Strife?
Yeah, I'm pretty sure it should work even in Strife, Heretic, etc.
can you animate it alongside the warp
Yep, but in my experience that simply doesn't look very good.
You can actually see this for yourself with the plain old FWATER1 water by modifying your ANIMDEFS lump to be as follows:
Warp2 Flat FWATER1
Warp2 Flat FWATER2
Warp2 Flat FWATER3
Warp2 Flat FWATER4
Now go to the map and use FWATER1 as the floor (or ceiling) texture and play, and it should be warping as it's going through the normal water animation. As you will also see though, it doesn't look good at all... at least in my opinion.
@Chubzdoomer When you do this in Hexen, the splash effect disappears when you shoot the water. Any idea how to have both?
Applying splashes to brand new textures requires the TERRAIN lump. Sadly I'm not very familiar with it and the Wiki page is sorely lacking when it comes to examples, so your best bet would probably be to ask the folks over on the ZDoom/Doomworld forums.
Here's the Wiki page if you want to give it a shot yourself:
zdoom.org/wiki/TERRAIN
Can I do this in Doombuilder2?
Yeah, the version of Doom Builder ultimately shouldn't matter.
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