Author Topic: Replica's GZDoom Guide 1. tool and tab uses.  (Read 6493 times)

Offline Replica

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Replica's GZDoom Guide 1. tool and tab uses.
« on: April 07, 2009, 09:35:59 PM »
I've edited this post to work with Doom Builder Two, which is the best choice right now, and it doesn't crash on me so, the tutorial begins here:




     This tutorial is your starting point for anyone whom doesn't know how to map. If you don't want to used GZDoom as a port, then this tutorial isn't really for you. Of course, Guide 1 can be used for all ports, and explains the basic Tools and tabs of Doom Builder2. Now if you are a really new beginner then the next part in Yellow is for you, but if you know what Ports, wads, and the editing programs are, then continue past the Yellow colors.

     This is a general lay down of how a game works. It may be long, but don't sweat it. Mapping isn't a hard concept when you know how to do it. First off, Doom Builder is the program that creates levels. Although the game looks 3D, Chex Quest is actual a 2D game, and it uses a trick to give off a 3D view. You can see that in Doom Builder later. DoomBuilder creates a file called '.WAD' meaning 'Where is all the data?!'. The data of the entire game you are creating is inside this file, such as the map you just made, or the new sprites you want to add.

For textures and other 'advanced' GZDoom editing, I use a program called XWE, but supposedly Slade is much better. Arch129 made a guide on XWE, which you can find here, but I suggest you start mapping first.

Finally, I go over source ports. These are Engines that run the Wad file. If you place your wad file of GZDoom, then it will load that wad. (Game file.)


You can find Doom Builder2 here: http://www.doombuilder.com/index.php?p=downloads
GZDoom Here: http://www.osnanet.de/c.oelckers/gzdoom/download.html
Configuration of GZDoom: From what I see, ZDoom (Doom in Hexen Format) has all the features of GZDoom.

Now, open Doom Builder2.

In the upper left side, click the file tab, and then 'New map.'



Now you'll see a box appear like so:



1. Is the Configuration. Many source ports have different abilities. We are using GZDoom, so scroll down to  ZDoom (Doom in Hexen Format).
2. The name of your level. We are using E1M1, meaning Episode#Map#. CQ1 uses E1M1-5, but the first level is E1M1. Doom2 uses Map#.
3. This is if you want to use another wad that contains different textures. Our wad doesn't have any, but we are going to use CQ3 as an Iwad, so leave this blank.

Continue and click 'Okay.'

Now you should see a map that looks like this:



I'm now going to explain to you the tabs on the top of the builder. First open the file tab.



1.) New map; it is what we just did.
2.) Open map; this opens a saved wad.
3.) Close map; closes the map without closing Doom Builder2.
4.) Save map; Saves your wad as a file in your computer.
5.) Save map as; Pretty much the same, but it allows you to save the name of the file. (Click just save, unless you want a copy.)
6.) Save map into; used for a game with multiple maps. If you have a second level, you'll want to save it into the first wad.
7's.) Previously opened maps.
8.) Closes Doom Builder.

Now move to the next tab:



1.) Undo-Undoes the previous action.
2.) Redo-Redoes what you just undid.
3.) Cut-Deletes highlighted objects.
4.) Copy-Copies highlighted objects.
5.) Paste- Pastes the copied section.
6.) Paste Special- I'm not too sure; it rearranges tags so there isn't a conflict in on the map?? I don't use this.
7.) Snap to grid- anything placed on the map will be to the grid of the map. Use this when you want small details on the map.
8.) Merge Geometry- If a line overlays another, then they will become one. (Merged)
9/10.) Changes the size of the squares on the map. (1by1 is a pixel in the game, and 128x8 is a door. usually, that can change though.)
11.)Grid Setup- I assume you know how a grid works, the lower the numbers, the smaller the gaps on the grid; and the opposite for higher.
12.) Map Options: The box we just played with earlier. (Configuration/map-name)

Now to the next tab, 'View.'



1.)Configuration Things Filters- This allows you to see the difficulties. (If a Flemoid is only on hard mode.)
2-5.) DB2 adds a texture to the rooms in a grid. These determine what appears in the 'sectors' such as the light of floor texture.
6-7.) How close you are to the map. 6 sets the map so you can see the entire level.
8.) Shows the statistics of the map.
9.) Script editor- To be discussed later.

Next Tab is 'Mode'.



1-6.) Building tools, to be discussed later.
7.) 3D-mode- Allows you to edit the game as if you are playing it.
9.) Find and Replace- Finds a texture used and replaces it with another.
10.) Map Analyst- Checks for texture problems in the map.
11.) Statistics- Self explanatory.

Prefabs will be discussed later.
Move to the tools tab.



1.) Reload Resource- Reloads the resources? I don't use this at all.
2.) Error and warnings- Checks for problems in the map.
3-4.) To discuss later in this guide.
5.) Tests map you made.

Finally, the help tab isn't too important.

Now we move under the tabs to the Icons, I give images so you know what I am talking about.



1.) New map.
2.) Open map.
3.) Save, not 'save as' or 'save in'.
4.) Script editor, for the advanced....



1.) Loads a Prefabs. Prefabs are copies of objects you've made; like a Door from TUCQ. You can save one in the Prefabs tab.
2.) Loads previous Prefab.



These are the modes, which I'll go over briefly in the Guide, but expand in a late one.

1.) Vertex mode.
2.) Linedef mode.
3.) Sector mode.
4.) Brightness mode.
5.) Make Sector mode. (Not as you would think.)
6.) Things mode.



1.) 3D mode.
2.) Find and Replace.
3.) Map Analyst mode.
4.) Statistics.
5.) The difficulty view filter. (An easy drop down tab too.)



1.) Quick Snap to grid.
2.) Quick merge geometry.
3.) Quick play level, with a difficulty drop tab.
4.) Copies properties of the selected, not just the selected. (Such as it opens a door.)
5.) Pastes the properties.

Finally, on the left side of the map, you;ll see the Re/Undo section. This is a quick undo or redo for multiple things you want to undo/redo.




Now to end this Guide, but first I would like to go through our setups before then next guide where we actual start building.

Go to the tools tab, and then the Game Configurations. You'll appear in a box like so:



Click the add resource button, and Add CHEX3.wad. I am assuming you have Chex Quest 3 on your computer, so add the wad file found in its directory. Move to the 'Testing tab' IN THE BOX. Now place GZDoom.exe into the application box. The folder button on the right side of the application box is the Browse button.




That is it for now! You can play with the preference and such, but you won't really need to. The next guide we'll actually do something! You can find that guide here: http://www.chexquest.org/index.php?topic=1624.0
« Last Edit: March 22, 2012, 02:51:59 PM by Replica »
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Offline Alice Jameson

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Re: Replica's GZDoom Guide 1. tool and tab uses.
« Reply #1 on: April 09, 2009, 11:59:22 AM »
Okay I was wondering. What's the difference between the GZDoom config file and the ZDoom Doom in Hexen format config file. I was looking at the two and couldn't figure it out.
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Offline Replica

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Re: Replica's GZDoom Guide 1. tool and tab uses.
« Reply #2 on: April 09, 2009, 12:08:18 PM »
There's no differance right now for this guide. Instead,the next guide I put how to make rooms, and basic Line def actions. (Like open a door).

But, to answer your question, the differance is GZDoom has more, and better features then ZDoom. It can create second floors, and better, easyer 3D water. GZDoom had Dynamic lights, which is basicly a lghit, that isn't sector based, and a couple other things, you can check it out on GZDoom's site. Plus GZDoom it's self looks better in game then Zdoom.  ;D
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Offline brain candy

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Re: Replica's GZDoom Guide 1. tool and tab uses.
« Reply #3 on: April 12, 2009, 05:31:09 PM »
Thanks for the guide and ZDoom and GZDoom explination, Replica! I was wondering myself. I'm playing around with GZDoom now. ;D

Offline Replica

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Re: Replica's GZDoom Guide 1. tool and tab uses.
« Reply #4 on: April 13, 2009, 09:29:29 AM »
That's awsome Brain Candy. :) I look forward to seeing your work. BTW, I should get around to makeing the next guide soon.
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Offline 75

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Re: Replica's GZDoom Guide 1. tool and tab uses.
« Reply #5 on: April 19, 2009, 11:59:14 PM »
I would like to see how to make second floors in GZ. That's really necessary in this one mod I'm thinking of making

But first, GZdoom STILL doesn't show up in the DB menu.... argh
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Offline The Slimeinator

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Re: Replica's GZDoom Guide 1. tool and tab uses.
« Reply #6 on: April 20, 2009, 12:49:14 AM »
Room-over-room effects are achieved by linedef action 160.
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Offline Replica

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Re: Replica's GZDoom Guide 1. tool and tab uses.
« Reply #7 on: April 20, 2009, 10:27:01 AM »
Sorry 75, I won't get to that untill I get to finish the basics! O_o
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Offline The Slimeinator

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Re: Replica's GZDoom Guide 1. tool and tab uses.
« Reply #8 on: April 20, 2009, 08:09:56 PM »
Dude, 3D floors are simple. They're PART of the basics.
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Offline Replica

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Re: Replica's GZDoom Guide 1. tool and tab uses.
« Reply #9 on: April 20, 2009, 10:52:00 PM »
No, they're not for noobs. I think it's dumb to learn 3D floors before a door don't you?
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Offline The Slimeinator

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Re: Replica's GZDoom Guide 1. tool and tab uses.
« Reply #10 on: April 21, 2009, 12:16:24 AM »
I was thinking about learning 3D floors with doors. Or slightly after.
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Offline Alice Jameson

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Re: Replica's GZDoom Guide 1. tool and tab uses.
« Reply #11 on: April 23, 2009, 07:28:09 PM »
I honestly would love to learn 3D floors. I need it for my mod... I can't figure out how they work. I've tried a couple things and looked at the ZDoom wiki but I still don't get it...
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