It is easy: let's say the following is your tree actor:
Code: Select all
ACTOR MyLovelyTree
{
Height 72
Radius 32
+SOLID
States
{
Spawn:
MTRE A -1
Stop
}
}
What you want to do is give it a unique Doom editor number (this is very important if you want your thing to be seen and used from within the map editor). Let's give it the number 11001. Our tree's code should look like this now:
Code: Select all
ACTOR MyLovelyTree 11001 // <-- Look here...
{
Height 72
Radius 32
+SOLID
States
{
Spawn:
MTRE A -1
Stop
}
}
When you load that in Doom Builder, you will find it in the "Decorate" category. Now, if you want it to be in a different category, you need to add the //$Category
DECORATE key to the tree's code:
Code: Select all
ACTOR MyLovelyTree 11001
{
//$Category obstacles // <-- Look here...
Height 72
Radius 32
+SOLID
States
{
Spawn:
MTRE A -1
Stop
}
}
With that line, there, the tree should now be placed in the "obstacles" category, instead of the "Decorate" one.
As for how to name sprites, see
here and
here; in the above example, as you see in the Spawn state of the tree actor, I named the tree MTRE, and the frame I used was A, so the sprite's lump name in the WAD should be MTREA0.