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pRoJect45yt

How Do I Make Custom Things?

Question

Listen, I'm aware of reusing current doom things by renaming, retexturing etc etc. but how do I create new ones. All I'm trying to do is add some new trees, rocks, boulders, etc to liven up my wad. How would I go about this?

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You can browse this section in the wiki for more info, I guess. I'm not really an expert on this. Here

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Posted (edited)
5 hours ago, ViolentBeetle said:

What format/source port are you going for? That's the real question.

Ultimate Doom Builder, Slade3, WhackEd

 

im fucking stupid. GZdoom lmfaooo

 

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On 7/13/2024 at 8:15 AM, Kappes Buur said:

You can do this with either the old DECORATE or the new ZSCRIPT.

See Realm667 Repository for examples.

Okay, so I'm learning ZScript now. Any tutorials online that run me through most of what I need to create new characters, trees, foliage, etc or am I on my own?

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Posted (edited)

Simple actors like a rock or a tree are the easiest to do, because basically you can copy-paste the code from an existing rock or tree, and change a few relevant values such as the sprite used in the single frame of its state list.

Class BigTree : Actor
{
  Default:
  {
    Radius 32;
    Height 108;
    ProjectilePassHeight -16;
    +SOLID
  }
  States
  {
  Spawn:
    TRE2 A -1;
    Stop
  }
}

This is the big twisted tree from Doom. You can copy that code, and turn it into a new object: all you need to do here is change the class name (here, BigTree) to make a new, different actor class (e.g. MyTree); and then change the frame (here, TRE2 A) to the one from your new graphic (e.g., if the sprite is named MTREA0, the frame code would be MTRE A: the first four letters are the sprite name, the next character is the frame, and then the number behind is the rotation angle, which is not relevant in the actor code).

 

Finally, you'll need a way to plop down your new actor in the map editor. For that, you'll need to assign it an editor number in MAPINFO.

https://zdoom.org/wiki/MAPINFO/Editor_number_definition

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