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wadding

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where can you download a wad maker exept for this site???
the link doesnt work for me
 
Do a Google.com search for WadAuthor, or Doom Builder. Those are good WAD makers. Whichever you choose depends on your style. But, if you want to do it like the pros, get both. WadAuthor's awesome for making maps, but Doom Builder's 3D mode allows you to realign textures with the greatest of ease. (WARNING: WILD GUESS AHEAD) I think it's also what you use to make level packs.
But, you're gonna need more than a WAD maker to make good WADs. You need a graphics file, and a config file. Both of which can be found at a441's site.
LumpMod can also be found at a441's site. You'll need it to insert Map Header lumps. Map Header lumps allow you to set the level's style, and stuff. So, your level's not named 'Green Flower zone act 1'. :roll:
a441's site is ALSO a home to an awesome tutorials that'll get you started quickly.
Some people on this board would reccomend you get ZenNode, a very reliable node builder that's better than WA and DB's node builders. I haven't used it myself, but I have it on my computer ICOE. :wink:
Note that LumpMod, and ZenNode are MS-DOS programs, so you're gonna have to learn how to handle using command lines.
PM me if you want any tips. :wink:

EDIT: Almost forgot. You also need a DOOM II WAD. If you have a copy of DOOM II downloaded, that should be no problem... I think. :| If not, you can download just the WAD at http://freedoom.sourceforge.net/. Although, I've heard that there's some way to trick the DOOM editors into accepting SRB2.SRB as a WAD file. I may have misheard, though. Or, it could just be a rumor :|
 
Heh... I don't use DoomBuilder at all. I've finally learned how to make the size of the lines good enough that I can make everything perfectly aligned... without aligning them. Like the Egg Capsules and stuff.
 
You make level packs by using DeepSea or Wintex, or another equivalent editor to just create a WAD with all of the maps in them. You can also do it with LumpMod if you're creative enough, I think.

DoomBuilder may have such a feature, but I've never used it personally.
 
I like DoomBuilder, but not for it's level creation. I love the ability to join sectors without having to manually edit the linedefs. I learned on WadAuthor, so I see no reason to change to another editor with a different interface when it supposedly has just as many dumb bugs. At least I know what the dumb bugs in WadAuthor are because I've already done them ^_^()
 
I'm an ex-DCKer turned DEEPSea-er.

And the only reason I don't use DCK anymore is because it won't run in windows, and only works on < 500mhz machines.
 
Mystic said:
DoomBuilder may have such a feature, but I've never used it personally.
It does, "Save Map Into" in fact. Just create a copy of a level (preferably MAP01 or something) then open up all the levels you want and save it into that one WAD for a quick MegaWAD, rippin' and rearin' to go.

...oh, DoomBuilder user here. I'm thinking of sorta doubling up, though; while I find level editing on DoomBuilder a lot less complicated, I'm fairly certain it likes to make Things drop down to the floor automatically, which kinda defeats the purpose of ObjectPlace; thus WadAuthor's ability to NOT do that is rather appealing.

It's not like I'd have to do more level editing in it. :P
 
I remember "Save Map Into" screwing up my wad in some way last time I tried it. In fairness, that was with an old version, though. Does it still overwrite map headers? Because that makes any lump management it provides rather inconvenient.

Shadow Hog said:
I'm fairly certain [DoomBuilder] likes to make Things drop down to the floor automatically, which kinda defeats the purpose of ObjectPlace; thus WadAuthor's ability to NOT do that is rather appealing.
When does it do this?

Objectplace uses the "bitset" or "flags" section of thing properties. WadAuthor only allows you to view or change this by editing raw data, and if you do anything in the thing properties dialog and OK it, the extra bitset data is wiped. Doom Builder, last I checked, allows you to edit the exact "flags" value while editing a thing, letting you change a bunch of things' heights at once and preserve the extra height data. If it actually clobbers the height data now, it's a new development.
 
I use XWE for lump editing and stuff. It trys to be omni-compatable and thus will make all pink be transparent and all flats be 64 x 64 and such, but you can directly edit the pallet of images and stuff. Of course, it contains tons of bugs because it trys to be the ultimate tool, but that's to be expected... It's just that... when your Texture1 lump gets written over by a sprite you were re-palleting for the thousanth time, you wonder if there is an easier way... After making ALLLLLLLL of SPMoves' seasons and characters using XWE (except for the spare few who actually gave me their characters as I request, and then they are only name changes and header edits), I'm convinced that there is no easy way to edit textures/sprites/flats in SRB2. :roll:
 
I was basing it off an old map that I'd made with a fair amount of Things on FOFs. For whatever reason, when I loaded it up in DoomBuilder it didn't know what any of the Things added with Objectplace were (i.e.: they were THERE, but their object types were waaaay out of the ball park), and when I manually changed everything to what I wanted, they were below the FOFs.

It could be less a problem with DoomBuilder and more a problem with that NEWTHINGS.LMP, though. I'm not really sure which.
 
Forgot half the post.

I remember "Save Map Into" screwing up my wad in some way last time I tried it. In fairness, that was with an old version, though. Does it still overwrite map headers? Because that makes any lump management it provides rather inconvenient.
Yeah, but if it's supposed to be a MegaWAD, certainly using MAINCFG instead wouldn't hurt.

Or a map header that's not named MAPxx-whatever. But since changing that would cause all sorts of errors (such as making nigh all previous PWADs incompatible with the latest version of SR22, unless it accepts this alternate AS WELL AS MAPxxD), and since it can easily be worked around by either A) waiting until the level's DONE to add the lump, B) creating a shortcut to make life easier, or C) just not using DoomBuilder, there's not much point to that at this stage of the game.
 
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