View Full Version : Weapons
Ac1d
July 21st, 2005, 01:34 AM
Im a noob and i kind of need help.
I was wondering if there was a way to export the weapons into a image file(lets say save them as bmp or gif or something) so i just have the weapon? I want to experiment with making my own weapons and im using "Doom Builder"
thanks for the help
Illdo
July 21st, 2005, 03:03 AM
Yes, use WinTex. Load up wad that contains the weapons (doom.wad, doom1.wad, doom2.wad etc) and use Edit>Save Entry to file.
Corrupted Marine
July 25th, 2005, 08:48 PM
Doom Builder!!! haha there aint no way that you can make guns using that! Doom Builder is a level editor.
get Xwe and Wintex. you'll need both to get the full effect of making great guns.
Wintex is quicker and more convenient to use when loading and/or editing weapons.
Xwe is powerful when doing scripting. you can do things like DeHacked and/or Decorate. they are both lumps that will make your weapons do special things. like if you want to make the shotgun fire multiple times. (automatic shotgun) or using DECORATE, you can make totally new guns without even replacing old ones! (very cool)
the MOST IMPORTANT PART is that you will need to actually MAKE your weapon.
Get a powerful drawing program. I use PaintShop Pro 9
this way, you can make super detailed weapons. Regular paint for windows SUCKS!!!
Drop by doomworld.com and go to Nmn's Weapons Tutorial. that explains well how to make really cool weapons.
mmmm... well, i guess thats about it. you will have to browse for all the proper Xwe, Wintex, and Editing tutorials yourself. just go to google and search for the proper tutorials.
you'll do fine! just stick to it. it takes alot of hard studying to get used to doom's format.
Sexi Waffles
July 31st, 2005, 07:56 PM
ya doom builder only makes maps and thats it
DeusExMachina
August 1st, 2005, 09:26 AM
MSPaint sucks? How dare you! I can make brilliantly detailed images in that, which I'll then turn into animations using NeoPaint (Thanx, Psyren). MSPaint rocks!
rustyslacker
August 1st, 2005, 06:05 PM
wintex is weird, it doesn't work on my comp. where do i get a good version?
DeusExMachina
August 2nd, 2005, 03:35 AM
Use XWE. Its easy, and it works on most things - including my 8mb Win95 comp!
You can find a great tutorial for it on Psyren's website
ace
August 2nd, 2005, 08:37 AM
XWE is good and all, but it can get quite buggy sometimes. Works fine enough to get the work done when needed, though.
lucius octavion
August 18th, 2005, 04:52 PM
Does decorate only work in Zdoom?
Danimetal
August 18th, 2005, 05:39 PM
Only quite buggy Ace?. It really gets me on my nerves XD!.
Lucius Octavion: As far as I know Decorate is a ZDoom only thing. I think that Edge and JDoom have ways to do the same thing, but I don´t know for sure.
ace
August 18th, 2005, 08:35 PM
DECORATE is ZDoom only. Wonders can be worked with it though, when you know how to use it. I'm still learning... :)
psyren
August 30th, 2005, 04:23 AM
I need some help with a new weapon. I'm replacing the plasma rifle with a flamethrower. All the sprites are finished and it works well except for two problems:
I replaced the plasma firing wav, but when it hits the wall it still makes the sparking plasma rifle sound. I've tried examining with Wintex but can't find which wav to replace.
The other problem is the angles. The fireballs are set up for a center-held weapon, but the HUD sprites I found are slightly held from the right. So it seems there is like a 10 or 15 degree error. It doesn't look too bad, but I don't know if this offset can be changed or not.
http://img.photobucket.com/albums/v475/psyren777/flamer02.jpg
Experimenting with both XWE and Wintex, I can't seem to fix either problem. I don't know anyone who makes weapons and didn't want to start a new thread. If anyone can help I will gladly give credit.
Thanks. :)
Danimetal
August 30th, 2005, 04:59 AM
I don´t think you can handle that in regular Vanilla Doom Psyren. With ZDoom weapons support (or some other port that has it) surely you could make it so the projectile heads to something like objangle(playerobj(0)-15).
Surely you will have to use another sprite more front oriented. Still, ask "The Corrupted Marine", he owns a "Doom Weapon Shop" ;).
psyren
August 30th, 2005, 07:50 AM
I haven't tried it in Vanilla Doom2 either. (No idea how long it has been since I ran that!) It works in all major ports though, and Dehacked will probably only be used for changing names of pick-ups.
Other than the two problems mentioned, the only other thing I noticed is that JDoom has some sort of blue-white glow it adds to the projectiles I can't seem to disable, but that is hardly noticeable.
I'll try Wintex however. I just discovered those slider bars for positioning and that might work better than trying different numerical variables as I have been doing with XWE. :)
Aliotroph?
September 3rd, 2005, 05:06 PM
I once made the plasma rifle fire imp fireballs. I just switched the code pointers in dehacked though so it actually threw real imp fireballs and then had Doom_Dude tweak the HUD graphics.
DooM is kinda primative with the centre-held weapons.
psyren
September 3rd, 2005, 08:14 PM
I got it lined up finally and working well. I knew there was some reason I kept Wintex around - it sure made it a lot easier to set the projectile offset than I was trying to do with XWE.
The only problem now is the new one I created by changing the plasma sound with Whacked2 - now the arachnotron fire sounds like the flamethrower.
I can't figure any way out of this except live with it or change the arach to be equipped with the flamethrower also... :)
FATAL
September 4th, 2005, 03:20 AM
I don't know a shit about these things, but can't you point arachnotron's fire sound to some other wav file?
psyren
September 4th, 2005, 05:21 AM
Good idea FATAL, :) I'll give that a try. I have only been messing around with Whacked for a few days so I really don't know what all can be done either. I thought they were different as the arach has a different colored plasm ball than the player.
The sounds remain a mystery I haven't paid much attention to before. Some of the sounds are used in several different situations. I replaced the chaingunner and wanted him to have a different sound. Just replacing the .wavs he uses changed many more things than I expected. That was the reason for trying to figure out dehacked, so I think this can be done. More experimentation required.
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