Hi guys,
I've been trying for a while to pull off a few things in GZDoom. Unforunately, I'm not having very much luck.
Can someone give me some tips or point me in the right direction of how to do the following things:
1) I would like to use a few high resolution skies for my wad. How do I load them into the wad and then call them for specific levels? Can I use mapinfo to tell the level which sky to use? The skies I want to use are incompatible with the Doom palette, so should I use pk3 or zip format for my wad?
2) I'd also like to make it so that when enemies fire weapons (such as zombies), a dynamic light flash pops up around them briefly. Is this possible?
Cheers!
A few GZDoom questions
Moderator: Graf Zahl
- KeksDose
- Stronghold Team
- Posts: 319
- Joined: Thu Apr 12, 2007 21:35
- Location: Germany
Welcome to the forums (hell yeah, I'm most times always the first one to say welcome
)
To answer your first question:
You can use a high resolution sky in GZDoom also in a .WAD, also in .PK3 and .ZIP (which are basically the same). If you use XWE to import a sky texture, go on "Load Raw Data" ; this prevents it from loading the sky with the Doom palette.
And if you want to use it in a map you make yourself a MapInfo lump and write a line of...
Sky1 Blablubbblaablablubblabaskytexturehere 0.0
There you have your hi-res sky
And the second question:
You must make a new lump called "GLDefs". There you define an actor to give the lights to.
Like:
You can check out the documentation for this stuff, too, as there are more light types (Flicker light, pulse light, etc.).

To answer your first question:
You can use a high resolution sky in GZDoom also in a .WAD, also in .PK3 and .ZIP (which are basically the same). If you use XWE to import a sky texture, go on "Load Raw Data" ; this prevents it from loading the sky with the Doom palette.

And if you want to use it in a map you make yourself a MapInfo lump and write a line of...
Sky1 Blablubbblaablablubblabaskytexturehere 0.0
There you have your hi-res sky

And the second question:
You must make a new lump called "GLDefs". There you define an actor to give the lights to.
Like:
Code: Select all
Object ZombieMan
{
Frame POSSE { Light ZombieShot }
}
PointLight ZombieShot
{
Color 1.0 0.8 0.0
Size 60
}
- wildweasel
- DRD Team Admin (Inactive)
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That feature may only be available in the betas - check here for more info.