- What permissions do you give others to modify and/or maintain your submission?
- Modify: ASK ME - Maintain: NO - Others must ask me for permission before modifying my submission or use it in their own work, and I reserve the right to say no for any reason. No, others may not maintain my submission, even in my absence.
UDMF is pretty cool lmao
What is UDMF? It's an acronym for Universal Doom Map Format. It's a hyper-extensible format that allows for way more flexibility in setting up linedefs, sectors, things, etc.
If you want a more detailed overview of what UDMF is and how you can use it, here's Sev's 5 hour long live tutorial right here. All this guide does is simply show you how to convert your maps to the new format.
Before we get started tho, a few things first.
For starters, you don't need to and won't ever need to convert your maps to the new format if you don't want to do so. The legacy binary format will always be supported till' the heat death of the universe (or at the very least until 2.3 comes out :v).
ATM, there isn't any benefit your map will gain via a straight conversion to the new format, unless you're planning on updating a/or editing it, then you'll realize there's a lot more you could do now that the shackles of binary have been broken, and things are easier to edit now.
anyways step one
Gonna use my encore mod as an example.
Let's start by booting the game up in a very special way.
Start by opening the cmd prompt in your srb2 folder, you can do this by typing "cmd" in the address bar (if you're on windows (you most likely are )).
Once the cmd prompt is open, type out roughly the following:
Here's an example below
If you did everything correctly, the game should boot up to the desired map
and you should see this in your srb2 folder
if you do, congrats! The map has been converted, but it won't be playable until we do a few more things.
(DISCLAIMER: if console messages pop up while loading the map, don't worry too much about them, all they're telling you is which map elements can't be converted/touched up manually)
anyways step two
okay that may have been a weird title lmfoa
Now we gotta get this thing into SLADE
Boot up SLADE and create a new WAD file (it has to be specifically a wad or else your map can't get edited)
Go ahead and drag that textmap into there, after that, go ahead and create two new markers labeled MAPxx and ENDMAP, and put your textmap inbetween the two markers, kinda like this:
(you can move stuff up and down by using these buttons)
Save as such, and you should be good to go.
Although, there is still one more thing we have to do.
oh yeah the nodes
The mapping software we all use, Zone Builder, is not compatible with UDMF maps which means we need something else:
A major update to Zone Builder, UZB will feature new stuff to help facilitate the creation of new UDMF maps, whilst not on the MB yet, you can grab the beta version here.
Once you did that and set it up, we can then move on with this tutorial.
Open up your map with UZB like you would in ZB, and if you did everything correctly, your map should show up in its entire glory.
Now in order to build the nodes, simply move a few vertices around, save it and test it
If done correctly, you should boot up in your newly converted UDMF stage.
and success, but a few things to keep in mind.
While I mentioned this before, the conversion may not be 100% accurate to the original. If such a thing happens, make sure you touch up your stage appropriately so that it matches with the original 1:1, (the console will let you know which linedefs will need to be touched up by hand during the inital conversion process (be SURE to check it after the initial conversion))
With that out of the way, go ahead and go nuts with your newly UDMF'd map. Enjoy making all your slope dreams come true with the new slope system that allows you to easily make slopes by drawing triangles (no literally).
What is UDMF? It's an acronym for Universal Doom Map Format. It's a hyper-extensible format that allows for way more flexibility in setting up linedefs, sectors, things, etc.
If you want a more detailed overview of what UDMF is and how you can use it, here's Sev's 5 hour long live tutorial right here. All this guide does is simply show you how to convert your maps to the new format.
Before we get started tho, a few things first.
For starters, you don't need to and won't ever need to convert your maps to the new format if you don't want to do so. The legacy binary format will always be supported till' the heat death of the universe (or at the very least until 2.3 comes out :v).
ATM, there isn't any benefit your map will gain via a straight conversion to the new format, unless you're planning on updating a/or editing it, then you'll realize there's a lot more you could do now that the shackles of binary have been broken, and things are easier to edit now.
anyways step one
P R E P A R I N G T H E M A P
Gonna use my encore mod as an example.
Let's start by booting the game up in a very special way.
Start by opening the cmd prompt in your srb2 folder, you can do this by typing "cmd" in the address bar (if you're on windows (you most likely are )).
Once the cmd prompt is open, type out roughly the following:
srb2win.exe -file YOURMODHERE.pk3 -warp MAPNUMBER -writetextmap
Here's an example below
If you did everything correctly, the game should boot up to the desired map
and you should see this in your srb2 folder
if you do, congrats! The map has been converted, but it won't be playable until we do a few more things.
(DISCLAIMER: if console messages pop up while loading the map, don't worry too much about them, all they're telling you is which map elements can't be converted/touched up manually)
anyways step two
P R E P A R I N G I T S C R A D L E
okay that may have been a weird title lmfoa
Now we gotta get this thing into SLADE
Boot up SLADE and create a new WAD file (it has to be specifically a wad or else your map can't get edited)
Go ahead and drag that textmap into there, after that, go ahead and create two new markers labeled MAPxx and ENDMAP, and put your textmap inbetween the two markers, kinda like this:
(you can move stuff up and down by using these buttons)
Save as such, and you should be good to go.
Although, there is still one more thing we have to do.
oh yeah the nodes
P R E P A R I N G T H E N O D E S
The mapping software we all use, Zone Builder, is not compatible with UDMF maps which means we need something else:
A major update to Zone Builder, UZB will feature new stuff to help facilitate the creation of new UDMF maps, whilst not on the MB yet, you can grab the beta version here.
Once you did that and set it up, we can then move on with this tutorial.
Open up your map with UZB like you would in ZB, and if you did everything correctly, your map should show up in its entire glory.
Now in order to build the nodes, simply move a few vertices around, save it and test it
If done correctly, you should boot up in your newly converted UDMF stage.
and success, but a few things to keep in mind.
While I mentioned this before, the conversion may not be 100% accurate to the original. If such a thing happens, make sure you touch up your stage appropriately so that it matches with the original 1:1, (the console will let you know which linedefs will need to be touched up by hand during the inital conversion process (be SURE to check it after the initial conversion))
With that out of the way, go ahead and go nuts with your newly UDMF'd map. Enjoy making all your slope dreams come true with the new slope system that allows you to easily make slopes by drawing triangles (no literally).