Author Topic: WAD Editing Tutorial #1: Changing Sprites  (Read 1145 times)

Offline WindowsVistaLover5570

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WAD Editing Tutorial #1: Changing Sprites
« on: September 01, 2015, 07:54:46 PM »
Ok, so I don't like putting intros, so you won't see them in my posts.
Anyways, your first step is to download SLADE. Doom Builder won't work because it is only for mapping.
Here is a link to SLADE 3.1.0.3: http://slade.mancubus.net/files/Setup_SLADE_3103.exe.
Then, you should create your sprites with Adobe Photoshop. I am not a person you should ask for help with creating sprites, so please don't ask me. When you finish, open SLADE. You will need to create a new WAD archive. Drag your sprites into there. NOTE: Use the same names for the textures as in Chex Quest, otherwise the maps and stuff won't look like they should. For example, the status bar is named STBAR. The standard door is called WALL54_1. Then, save your WAD file. My next WAD Editing tutorial will be on Mapping.
« Last Edit: September 01, 2015, 08:14:15 PM by WindowsVistaLover5570 »

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WAD Editing Tutorial #1: Changing Sprites
« on: September 01, 2015, 07:54:46 PM »

Offline Awesomedude249

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Re: WAD Editing Tutorial #1: Changing Sprites
« Reply #1 on: September 01, 2015, 08:03:33 PM »
This wasn't very informative. If you don't mind, I would like to make a better tutorial once I have the time to.
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Re: WAD Editing Tutorial #1: Changing Sprites
« Reply #2 on: September 01, 2015, 10:22:27 PM »
Then, you should create your sprites with Adobe Photoshop...

Just wanted to share my experience here, I went out and bought photoshop for $200 then later on tried GIMP (free), I eventually decided that I liked GIMP better, I strongly recommend everybody try to at least use GIMP before dropping $1000+ on Photoshop, especially if you're not experienced in sprite making.

Also making sprites is really hard, and unless you're extremely interested in doing art you should probably start out by making maps instead....

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Drag your sprites into there.

This isn't enough, you can't just drag in any image, you have to make sure it's in a format zdoom can use http://zdoom.org/wiki/Image_format

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NOTE: Use the same names for the textures as in Chex Quest, otherwise the maps and stuff won't look like they should. For example, the status bar is named STBAR. The standard door is called WALL54_1. Then, save your WAD file. My next WAD Editing tutorial will be on Mapping.

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For example, the status bar is named STBAR.

STBAR is not a texture, it's a graphic.

Quote
Use the same names for the textures as in Chex Quest

In the case of GRAPHICS (which are not the same as textures or sprites) it's definitely a good idea to replace the graphic with a graphic of the same name in your pwad, but for sprites and textures it's a very bad idea. It will work but it could cause existing textures to screw up and you're needlessly replacing IWAD textures, patches, and sprites that you may want to use.

Use Texture1/Texture2/TEXTURES to add new textures to your wads, and give all of your patches unique names. There is no need to replace existing textures in the IWADs, even Vanilla doom supported adding new textures and patches using Texture1 and PNAMES.

http://zdoom.org/wiki/TEXTURES

http://zdoom.org/wiki/TEXTUREx

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The standard door is called WALL54_1.

Note that this is the PATCH name, not the Texture name, textures are made up of patches, the TEXTURE named BIGDOOR1 is made up of a single patch, WALL54_1.
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Offline Boingo the Clown

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Re: WAD Editing Tutorial #1: Changing Sprites
« Reply #3 on: September 02, 2015, 11:42:29 AM »
This Sprite basic tutorials I wrote for the Epidermis Emporium is quite old, but I think it is worth giving a look.

http://www.doomlegends.com/emporium/tutorials/sprite_basics.html
« Last Edit: September 02, 2015, 11:47:27 AM by Boingo the Clown »

 


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