View Full Version : Doom Builder help!
Skitso
August 25th, 2004, 10:46 PM
I've edited the first level of Doom2.wad and now I'd like to use some textures from the first Doom. How can I make the doom2.wad to use textures from Doom.wad? I know there is an option screen where you can choose an additional wad from to load more textures, but I can't seem to get it workin. Any help is appreciated! :)
Skitso
August 25th, 2004, 11:05 PM
And one more additional question:
As I have started to edit directly the Doom2 IWAD's LEV01, how can I save only the one level I've edited as a separate PWAD so that I wouldn't need to edit the full original wad-file?
Thanks again! :)
Vermil
August 26th, 2004, 01:44 AM
I've edited the first level of Doom2.wad and now I'd like to use some textures from the first Doom. How can I make the doom2.wad to use textures from Doom.wad? I know there is an option screen where you can choose an additional wad from to load more textures, but I can't seem to get it working. Any help is appreciated! :)
Loading Doom.wad as an external resources.wad when editing Doom2.wad in DB sound be fine. Though sometimes on some random maps DB will delete the path to the external wad as soon as you enter it. If this happens, highlight another map and copy the path, then highlight the map that the path is disappearing on and paste the path into the path box.
Though If you try to run Doom 2 with Doom.wad as a pwad you will run into problems because the texture lumps they use (they contain the game's texture data) both have the same name and if Doom finds lumps with identical names being load it will only use the last one loaded, namely Doom 1's in the above instance (DB does things differently, hence why you can load both iwads in it without problem).
Hence you will need a pwad that adds Doom 1's texture data to Doom 2's.
Here's one ( http://www.geocities.com/the_shinjo2002/Textures.zip)
And one more additional question:
As I have started to edit directly the Doom2 IWAD's LEV01, how can I save only the one level I've edited as a separate PWAD so that I wouldn't need to edit the full original wad-file?
Thanks again! :)
Use the save map option into command under file and save into a new wad.
It's strange that the option named export map doesn't do this. heh.
Skitso
August 26th, 2004, 02:26 AM
I'm at work (busy, busy ;)) at the moment so I can't test that wad right now, but to get things straight, should I use that doom1/doom2 wad-file as an external texturefile on my edited Doom2.wad. And then my level should start in jDoom 2 without problems?
last time I have edited Doom was with a dos-editor called Deep (or something) and it's a very LONG time ago. It's a bit tricky to start editing again but I'm re-learning stuff pretty quickly. And todays editor are so much better and bug free than those days.
Thanks again for helping me out. :)
Vermil
August 26th, 2004, 03:00 AM
I'm at work (busy, busy ;)) at the moment so I can't test that wad right now, but to get things straight, should I use that doom1/doom2 wad-file as an external texturefile on my edited Doom2.wad. And then my level should start in jDoom 2 without problems?
last time I have edited Doom was with a dos-editor called Deep (or something) and it's a very LONG time ago. It's a bit tricky to start editing again but I'm re-learning stuff pretty quickly. And todays editor are so much better and bug free than those days.
Thanks again for helping me out. :)
In DB I don't think there would be any problem with using either Doom.wad or Doom1-2.wad as the external resources wad.
Though when you run you map with Doom2 you have to use Doom1-2.wad (along with your map) because Doom2 will crash if you try to run Doom.wad as a pwad with it.
Skitso
August 26th, 2004, 04:03 AM
Yes, I have already used Doom1 textures in DB, but the problem was that I couldn't start a level with doom1 textures just as you said in your earlier post. It would be nice to be able to kinda mergeadditional textures to a level to have it contain all the necessary files itself so that there wouldn't be need to use seperate wads. How can I do that?
Thanks! :)
Other question: can I somehow transform my level to doom1. That way it would atleast use the textures I need. :)
Vermil
August 26th, 2004, 04:50 AM
Yes, I have already used Doom1 textures in DB, but the problem was that I couldn't start a level with doom1 textures just as you said in your earlier post. It would be nice to be able to kinda mergeadditional textures to a level to have it contain all the necessary files itself so that there wouldn't be need to use seperate wads. How can I do that?
When you run your map with Doom2, also run the Doom1-2.wad with it and your map should work fine in Doom2 complete with Doom1 textures wherever you've placed them. Doom1-2.wad doesn't just allow maps with Doom1 textures to work under Doom2. It also contains all the Doom1 unique textures and adds them to Doom2.
If you wish to merge your map with Doom1-2.wad this can be done in DB by using the "save map into" option again, but instead of saving your map as a new wad, save it into Doom1-2.wad.
Other question: can I somehow transform my level to Doom 1. That way it would atleast use the textures I need. :)
To change the map to ExMx in DB find "map options" under the edit menu. There you can change it to whatever name you wish. Though most ports will only recognize the names Mapxx for Doom2 and ExMx for Doom1.
Skitso
August 26th, 2004, 10:02 PM
Thanks again for your kind and professional help. :) I managed to make my level a pwad and merge it with that doom1/2 wad you linked above. Now all textures with d1 and d2 work flawlessly. Thanks again! ...back to mapping!
Skitso
August 27th, 2004, 10:41 AM
One more problem:
The items in my deathmatch level aren't respawning in multiplayer. Weapons stay when collected but everything else vanishes as soon as somebody picks it up. How can I prevent this from happening? Thanks in advance - again. :)
Vermil
August 27th, 2004, 12:09 PM
Unfortunately I believe Dday only supports Doom's most basic multiplayer variant, in which only the weapons stay. If I'm wrong can someone please correct me, since my knowledge of Dday's multiplayer is very limited.
Other ports, for instance Legacy and Zdoom however, have a wealth of multiplayer options such as respawning items and so might be your best bet for multiplayer if you require such options.
Vermil
August 28th, 2004, 01:38 AM
Sorry, just realized you likely meant setting items to stay, in DB.
Making items that stay/respawn isn't editor controlled. It's an ingame option. Though not every port has it.
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