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Conference 501clb::pcdoom

Title:Doom - The Game
Notice:Doom stuff - see 183 Out of HOURS Access
Moderator:BAHTAT::HILTON
Created:Wed Jun 15 1994
Last Modified:Thu Jun 05 1997
Last Successful Update:Fri Jun 06 1997
Number of topics:212
Total number of notes:3287

130.0. "The official DOOM editor Q&A topic" by PURPL1::SWANSON (Ride The Lightning) Mon Oct 03 1994 19:44

    Here's a question for someone familiar with DOOM wad design...
    
    When I set a linedef to a type of "close door" I get a closing door
    sound when I walk over it, even if the door is already closed.  Is
    there some way to make it do nothing if the door is already closed?
    
    It kind of makes the user look around too see what happened even
    though nothing really did.
    
    Am I missing something, or is it a limitation of the Doom engine?
    
    Ken
    
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130.1-So-SoEVOAI2::SECU_LDVMr StratoTue Oct 04 1994 04:267
    Hi, 
    
    I think it can help: Try to set the linedef flags to "block sound..."
    
    I don't see others way...
    		-Fred-
                      
130.2PURPL1::SWANSONRide The LightningTue Oct 04 1994 12:552
    Hmmm, I'll try it, but I thought "blocks sound" meant  blocks sound
    from crossing the line so monsters on the other side won't hear you.
130.3FORTY2::HOWELLJust get to the point...Tue Oct 04 1994 13:0912
    This may be nothing to do with the linedef, and more to do with the
    sector it refers to (though I can't say as to ever having this
    problem).
    
    I suggest you just look at an example from the original Doom wad, such
    as E1M3 in the dark room where you go to pick up the (blue??) key and
    it immediately switches off the lights and opens a door behind you
    where loads of imps walk out....
    
    I can't think of an exact, identical situation in Doom.wad such as you
    describe, but one must exist somewhere.... have a browse!
    
130.4FORTY2::HOWELLJust get to the point...Tue Oct 04 1994 13:105
    Aaah! Just thought! Do you have FORTRESS.WAD ???
    
    There is an example in this where you walk over a linedef and it closes
    a door behind you to stop you getting out (you have to flick a switch
    to open it....). Would this help?
130.5PURPL1::SWANSONRide The LightningTue Oct 04 1994 14:3610
    Thanks for the last two suggestions.  I'll have a look at fortress.wad
    and the original doom level where the lights go out.  I didn't even
    think of that!  
    
    Although I have the feeling the original doom level where the door
    opens, is an "open once and don't close" type of door so that may be 
    why there's no sound after the initial opening.
    
    Ken
    
130.6FORTY2::HOWELLJust get to the point...Tue Oct 04 1994 14:422
    Yeah, you're right actually, the E1M3 example probably won't be of much
    use. Sorry!
130.7E3M2 I think!MOEUR2::SMITHFast as a Mamba, Brave as a Lion!Tue Oct 04 1994 14:485
    
    There is an E3 level which closes a door behind you!  Don't know which,
    I think its number 2.
    
    Ian
130.8FORTY2::HOWELLJust get to the point...Tue Oct 04 1994 14:532
    One thing's for sure, it's a darn nasty and evil and downright dirty
    thing for a WAD builder to do.
130.9PURPL1::SWANSONRide The LightningTue Oct 04 1994 15:0518
    Muaahahahahaha!  :')
    
    Actually, it's not evil at all in my .WAD  I have a switch which opens
    a door, and it stays open.... no particular reason, just a slightly
    different effect than the usual wait 6 seconds and close.  But I want
    it to automatically close after leaving the room, and this is what the
    line is for.   Cross it, and the door closes.  The only problem is that
    when you approach the closed door (before you see the switch), you
    cross the line and hear a door sound but nothing happens since it's
    already closed.
    
    BTW, this is a WAD of a small portion of the Mill.  Anybody else work
    at the Mill that would be interested in creating a level of their
    workplace?  If we got enough people, we could make an entire episode of
    it!
    
    Ken
    
130.10Walls texturesEVOAI2::SECU_LDVMr StratoWed Oct 05 1994 08:4212
    Hi,
    
    	I'm working to my 1st .WAD and I have many problems:
    Is there a way (or a tool)to make good textures alignments for regular and
    non-regular walls?
    What does (how it works?)the fonctions about "X-alignment Y-alignment" 
    in DEU?
    I would like to create my own walls textures, is it possible with
    paintbrush? and how to do that? I'm not a good PC user but I want to learn..
    Thanks for any help.
    				-Fred-
                       
130.11FORTY2::HOWELLJust get to the point...Wed Oct 05 1994 08:5711
    a) ??
    b) ??
    c) You can create your own wall textures, yes (or any other graphics
    from Doom). You will need a graphics editor that can edit the
    appropriate graphics format (GIF or PPM) and you will need a copy of
    the DMGRAPH utility.
    
    DMGRAPH allows you to patch your new graphics into a .WAD file. It can
    be obtained from FLYTE::USER1:[ARCHIVE.DOOM.EDITORS]DMGRAP11.*
    
    Can't help you with the other questions, I'm afraid!
130.12PURPL1::SWANSONRide The LightningWed Oct 05 1994 13:3235
    I haven't figured out how to use the automatic texture aligning in DEU
    either.  
    
    A simple method of aligning in the X direction is to start your first
    wall at offset 0.  Going clockwise, set the x offset of the next wall
    to be the length of the first wall.  Set the offset of the third wall
    to be the length of the 2nd wall + the offset of the 2nd wall.  You
    must wrap around when you reach the maximum width of your texture.
    
    So, if your texture is 128 pixels wide, and your first wall starts at
    offset 0, and is of length 40, then your second wall will start at
    offset 40.  If your 2nd wall is of length 35, then the 3rd wall will
    start at 40+35= 75.   If the 3rd wall is 100 pixels wide, then the 4th 
    wall would start at 47.  (75 + 100 = 175, 175 - 128 = 47)  Get it?
    
      wall 1      2                   3                   4
    |----------|--------|--------------------^-------|------------|
    0          40       75                   ^       47
                                             ^
    					     ^
                                             ^
    			texture would reach it's end
    			somewhere around here and would
    			have to wrap around.
    
    For the Y direction, it's a lot trickier and I haven't come up with an
    easy method.  It involves the height of the texture, the height of the
    floor and height of the ceiling.  Also, it depends on whether it's
    normal/upper/lower texture.   I use trial and error!   Once you figure
    out the offset for the upper texture above a doorway, you can set all
    the rest the same providing the ceiling and floor heights are the same,
    and the height of the doorways are the same as well.
    
    Ken
    
130.13Simple...EVOAI2::SECU_LDVMr StratoSat Oct 08 1994 14:4510
    
    I've tried Dmgraph but seems more complex than I think.
    
    Thanks Ken... 
    Is this way works for walls with same textures(ex:gray4 with gray4)
    or it works for differents textures too?
    (ex:GSTONE,GSTONE,SW1TONE,GSTONE,gstvine2) 
    Anyway, I'll try it tonight (If I can).
    
                         -Fred-
130.14PURPL1::SWANSONRide The LightningWed Oct 19 1994 17:054
    It definately works with walls of the same texture.  It works with
    walls of similar texture too, like stargr2 and starbr2 etc.  If the
    textures are completely different, you're on your own!
    
130.15Doom2 editor?HOTLNE::DOYLEMon Nov 07 1994 13:075
    What about Doom2? I d/led doomcad, but it won't recognize my doom2.wad
    file....
    							Thanks
    								Ed
    
130.16FORTY2::HOWELLJust get to the point...Mon Nov 07 1994 13:212
    As far as I know, no existing editors work with Doom 2... but I could
    be wrong!
130.17SUBPAC::MAGGARDIntegrate!Mon Nov 07 1994 20:3514
DEU 5.3 is currently getting the finishing touches for Doom 2 support and a
new UI.  It will be out ...

1. ...real soon now.
2. ...in two weeks.
3. ...when it's done.
4. ...some of the above.


- jeff

PS -- they're even resorting to putting screenshots of DEU 5.3 up on ftp
sites!  Sheesh!   Screen shots used to be only for vapor-$-ware, now they're
for vapor-free-ware too! :-)
130.18FORTY2::HOWELLJust get to the point...Tue Nov 08 1994 07:1810
    This is a shame because I just can't get to grips with DEU, it is
    desparately in need of a new UI. What's the new one like? One thing
    that increasingly annoyed me was the way the pull-down menus disappear
    after one click.... like when you want to toggle attributes of a thing,
    you had to keep bringing down the menu for every choice! Very tiring. I
    hope the new UI is a hell of a load better, or else is there any plan
    to convert DooMEd to DOOM2 support?
    
    Cheers,
    	Dan
130.19KDX200::ROBRDrinks for all my friends...Thu Dec 15 1994 14:193
    
    anything out yet?
    
130.20do you mean...?VESSA::MICHAELSONJUtopia - a place without humansThu Dec 15 1994 14:585
    I have heard on c-serve that DoomEd The Real Thing v4 will be out in
    January '95 supporting doom and doom ][...more than that (if that's
    what you meant) I don't have.
    
    Jonathan
130.21TPLAB::WINPENNYWed Oct 25 1995 12:0528
130.22EDSCLU::MENDELWelcome to the next baselevelWed Oct 25 1995 16:275
    Isn't this a "fact of life"? I've never built a level, but when I play
    I often see the amazing floating rifle because one end of it is on a 
    ledge or a stair.

    Kevin
130.23TPLAB::WINPENNYWed Oct 25 1995 16:457