(ZDoom) 3D Floors Tutorial

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Chubzdoomer

Chubzdoomer

Күн бұрын

Пікірлер: 499
@DavidXNewton
@DavidXNewton 9 жыл бұрын
Thanks for these tutorials, they're easy to follow and really show off the features of ZDoom - I'm amazed at what's possible in ZDoom now, rememebering 1995 when we had to use DoomEd and do spatial mathematics in our heads to work out what a room would look like with all the floor and ceiling heights :)
@Chubzdoomer
@Chubzdoomer 11 жыл бұрын
What I would actually recommend doing is going to the website with the revisions, clicking "GZDoomBuilder" in the lower-left, and downloading one of the GZDoom Builder revisions. GZDoom Builder is essentially Doom Builder 2 with all kinds of fancy GZDoom features such as a GZDoom Visual Mode that allows you to see 3D floors, dynamic lights, colored sectors, and more! You should also consider using GZDoom rather than ZDoom if you aren't already, because it's better in virtually every way.
@RationalFunction
@RationalFunction 2 жыл бұрын
Ultimate Doom Builder exists now. Please edit your comment to reflect that. Yes ik this comment is from 9y ago.
@JcDizon
@JcDizon 6 жыл бұрын
Wow, thanks for the tutorial. For over 10 years, I have been putting a bridge thing and one of the step textures to create a bridge but they don't look like a real bridge people can walk over but this feature is gonna change everything in my maps.
@jaygorazox1472
@jaygorazox1472 11 ай бұрын
Years later and still the best tutorial around, thank you!
@Will-sq2ls
@Will-sq2ls 11 жыл бұрын
Came here researching 3d floors. Was pleasantly surprised to hear a voice that clearly knows a thing or two about DooM editing that also has a southern accent. Dirty souf y'all. :D
@TontonMayonnaise
@TontonMayonnaise 8 жыл бұрын
Hey mate ! I know this tutorial is 5 years old ... But it helps me a lot ! I'm learning slade 3 and GZbuilder to create a total conversion of Doom. And such tutos add a lot of interest on a map. Thanks again !
@d_valroth
@d_valroth 24 күн бұрын
It may seem unlikely that a 13-year-old tutorial for an ever evolving engine could be useful today, but I had no idea line action 181 existed or that it did the very thing I'd been brute forcing with polymesh sectors and vertex z heights. Honestly, I don't even know why I clicked since I know how 3D sectors work, but so glad I did. :)
@ZetaPrime77
@ZetaPrime77 2 жыл бұрын
I just go my wisdom teeth taken out and all these tutorials have made the recovery process go a lot smoother
@404waffles
@404waffles 10 жыл бұрын
You sound like Mr. Mackey from South Park.
@Chubzdoomer
@Chubzdoomer 10 жыл бұрын
Mmkay.
@auproductions8000
@auproductions8000 5 жыл бұрын
for me kinda like Dr.Phil
@lethalbroccoli01
@lethalbroccoli01 4 жыл бұрын
404waffles - Dr. Phil
@tranceemerson8325
@tranceemerson8325 4 жыл бұрын
@@lethalbroccoli01 Dr. Chubz
@jamarcadolfo5049
@jamarcadolfo5049 2 жыл бұрын
Nahh more like bigmacdavis
@j0ltgaming
@j0ltgaming 3 жыл бұрын
Your explanations are super easy to follow, thank you for making these!
@KomradeMooseknuckle
@KomradeMooseknuckle 12 жыл бұрын
I think this is one of the coolest Doom Builder videos I've seen. I had no clue the engine was capable of so much.
@koopanique
@koopanique 10 жыл бұрын
I never thought it was this easy. For all these years I have made bridges because I was too frightened by 3d floor. I'm so unsmart Fortunately you made this video. I am thankful to you
@silentzorah
@silentzorah 12 жыл бұрын
Looks simple as hell, like false sector heights (deep water). I'm gonna have to give this a try.
@Chubzdoomer
@Chubzdoomer 12 жыл бұрын
I'm the man now, dog! In all seriousness though, glad to hear it helped. Once you learn how to use both 3D floors and slopes, it's crazy what you can pull off. You can even make a 3D floor "swimmable" and essentially have mid-air swimming pools, underwater swimming pools (enclosed within other, solid 3D floors) and more!
@johneygd
@johneygd 3 жыл бұрын
Now just imagine supermario 64 crossed with a zdoom engine😁😁
@FightingIrishFan11
@FightingIrishFan11 12 жыл бұрын
Excellent tutorial. Things have changed quite a lot from when I first started mapping back in the late 90s. I've decided to get back into it after a lengthy hiatus. I love the 3D floors and slopes. There's so much more you can do now. Thanks for all of your tutorials. I've got a lot of catching up to do.
@goldensox
@goldensox 6 жыл бұрын
This is one of the best tutorials I've ever seen for anything doom! Congratulations man if all tutorials were as good as this one many more people would be enjoying building their own doom levels!
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@MrThembones Make sure that after you've replaced your original DB2 files with those of the latest revision, you visit the "PLUGINS" folder in your Doom Builder 2 directory and read the "GZDoomEditing" text file that is included. If you don't follow those instructions to the tee, your Visual Mode will still be the classic one.
@corny3072
@corny3072 13 жыл бұрын
Omg you can do so much stuff in doom with the simplicity of the 3d floors! You can make benches and put little supports under them or you could make statues! It could be totally possible to make a half-life type doom map! Wow. Amazing.
@Brandon_519
@Brandon_519 10 жыл бұрын
Think I got it..Thanks a lot for these tutorials. I have never created a doom wad in my life and you are helping a ton
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@TheDooganator667 The best way to accomplish this is to create a script that tells a 3D floor (that is shaped like a door and has a door texture) to raise until it is high enough to look like a door that has opened, then after a short delay, lowers back down to the floor to its original position. You can even play a door sound at that position, too, so that it seems even more like a door. It's a wild way to do it, but with 3D floors you can't create doors like you normally would.
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@RomanceOfHelenTrent There's actually a menu of line actions that you can go to and browse for what you'd like. That's more efficient because the action numbers DO tend to change from one configuration to the next. If you want a basic door, for example, you would use the "Door Generic" action under the "Door" section in the list of line actions. When you right-click the line to assign it an action, click the button that brings up the list and browse through it for what you'd like.
@Chubzdoomer
@Chubzdoomer 12 жыл бұрын
Yes. Assign a line a "Door Generic" action, then use the "Lock" property to specify which key(s) is required.
@Chubzdoomer
@Chubzdoomer 12 жыл бұрын
Oh, I see. That is actually best done with 3D floors. There is a very useful feature in which you can specify 3D floors to be "swimmable" rather than solid. After that, of course, it's just a matter of positioning the swimmable 3D floors (and non-swimmable, solid ones) in the right places to create whatever you want. Heck, with that method you can even create pools/oceans in mid air!
@Chubzdoomer
@Chubzdoomer 12 жыл бұрын
No prob! Although this is a bit late, you should also consider checking out GZDoom Builder. It's a version of Doom Builder that specifically supports GZDoom features like dynamic lights, 3D models, of course slopes and 3D floors, and more. I've been using it over these past few weeks and haven't considered returning to Doom Builder even once. It's absolutely amazing, although you need to create maps in UDMF format (which is better than Hexen format) to get the most out of it.
@Vynzent
@Vynzent 12 жыл бұрын
I constantly come and re-watch this, it's just do damn helpful. Thanks much for making this.
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@MRAXWEDBAF It sounds like you are using software mode rather than OpenGL. When you start Skulltag and the dialog box pops up, choose "Hardware (OpenGL)" rather than "Software (Doom)" in the Video Settings. You can change this in the Options menu, too, under Video Settings, but you must restart Skulltag in order for it to apply when using that method.
@Chubzdoomer
@Chubzdoomer 12 жыл бұрын
Your best bet is really to switch over to GZDoom since it has native support for 3D floors (even without the need for a "revision" version) and also supports 3D slopes, which aren't possible with any of the ZDoom revisions.
@Chubzdoomer
@Chubzdoomer 11 жыл бұрын
As for polyobjects: I've gotten several requests for a tutorial on those over the past few weeks, so I would like to do a tutorial on them as soon as possible. If I get time this weekend, I'll see if I can produce one.
@datanon3059
@datanon3059 11 жыл бұрын
Mind blowingly simple when it's explained properly. Thank you.
@Chubzdoomer
@Chubzdoomer 12 жыл бұрын
Make sure that after you've replaced your original DB2 files with those of the latest revision, you visit the "PLUGINS" folder in your Doom Builder 2 directory and read the "GZDoomEditing" text file that is included. If you don't follow those instructions to the tee, your Visual Mode will still be the classic one -- aka the one that doesn't show 3D floors and such.
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@Shadowtechnique Yeah, it's the same thing. GZDoom works exactly the same way as ZDoom, but it just has support for a few extra features ZDoom doesn't (like 3D floors that are sloped).
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@Vojife Make sure you go to your "Plugins" folder in the Doom Builder 2 directory and follow the instructions in the "GZDoomEditing" text file. Otherwise, you're in vanilla Visual Mode, which doesn't show slopes or 3D floors.
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@TheHelpfulTuts Just download the r416 version of Doom Builder 2 from the SVN website and copy the new files over the old ones. All that does is renew your version of Doom Builder 2, keeping your configurations, etc. in place. Your WAD files are completely separate from Doom Builder and are not affected in any way.
@Chubzdoomer
@Chubzdoomer 12 жыл бұрын
Try grabbing one of the latest GZDoom revisions from the video description and testing it with that. As long as you follow the steps in the video, it should work just fine.
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@Shadowtechnique You're exactly right, because I suffered from this problem, too! Apparently the r1429 version only does proper alignment if you use UDMF rather than Hexen format. I'm using r1416 myself!
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@MrSunrise2010 The only way to change the name of the map is to download a WAD editor like XWE or Slade, then import a "MAPINFO" lump file containing the information for your custom map(s) including the name, par time, and so forth. This is one of the next tutorials I plan on doing when I get around to it because it revolves around programs other than Doom Builder.
@tonywtyt
@tonywtyt Жыл бұрын
Back in the day these kinds of sectors were a "no-no" and depressing, because multiple stories are cool : ) But, I think the Build Engine for Duke Nukem (with Mapster) would allow it, so this was something that tugged me in the direction of modding for Duke Nukem with Mapster. I said it once, and I'll say it again... You such a great job!
@pauld1429
@pauld1429 13 жыл бұрын
@shindogking10 That is because the revision is for an older version of doom builder 2. The newest official build is a later version. I haven't checked at the DRD team's site lately, but I don't think there is a fully working gzdoom plugin for the newest release of doombuilder 2 quite yet.
@Chubzdoomer
@Chubzdoomer 11 жыл бұрын
In Hexen format, all you have to do is give a line the Translucent Line action (208) and specify the Transparency Amount, which ranges from 0 to 255 (transparent to opaque). The downside to this is that unlike in UDMF format, it takes up the line's action slot meaning it can't be used for anything else. You can get around that via scripting or using the Set Line ID field and having one line set another's translucency, but overall it's just much clunkier than in UDMF format.
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@Conker10382 LOL! Hey man, it's no problem. It was just as exciting for me to learn this for the first time, too, and I just love showing others how to do this cool stuff!
@arthercasillas2755
@arthercasillas2755 11 жыл бұрын
When you cant see the floor of your sector like chubz you have to reach outside for the triangle and raise the floor just a bit this will reflect on the tagged sector.
@SorcererOfSoup
@SorcererOfSoup 6 жыл бұрын
fucking thank you
@tom97560
@tom97560 13 жыл бұрын
chubz can u make a tutorial on how to use silent teleports as elevator effect? (ive played in maps that u enter elevator and it silent teleports u to another place in the map making it look like you've gone up/down)
@Chubzdoomer
@Chubzdoomer 12 жыл бұрын
The Readme file is in the Doom Builder 2 revision version's Plugins folder. Look in the directory where it's installed and you should see it.
@Chubzdoomer
@Chubzdoomer 12 жыл бұрын
No problem. Once you learn how to use some of the advanced features like this, then how to script, the sky's the limit. It's pretty insane just what you can do with it!
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@SecretFinder52 Unfortunately, not that I'm aware of. :-( That's one thing I haven't pulled off (or spent much time trying) yet is a door-over-door effect.
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@IMMAPLUTO Make sure you visit the Plugins folder inside your Doom Builder 2 directory and read the "GZDoomEditing" text file that is included. Follow the instructions in that text file to the tee, as it shows you how to set everything up and advises you on how you should re-bind your keys for the two separate Visual modes, too.
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@corny3072 Yeah, exactly! You can actually make tables, too, with legs and space underneath rather than blocks coming out of the ground. The possibilities are pretty amazing.
@Chubzdoomer
@Chubzdoomer 11 жыл бұрын
Have you tried modifying the dummy sector's floor/ceiling heights? Those correspond with the 3D floor itself, so try editing it there instead.
@Chubzdoomer
@Chubzdoomer 12 жыл бұрын
(Just in case you haven't already done this.) Make sure that after you've replaced your original DB2 files with those of the latest revision, you visit the "PLUGINS" folder in your Doom Builder 2 directory and read the "GZDoomEditing" text file that is included. If you don't follow those instructions to the tee, your Visual Mode will still be the classic one -- aka the one that doesn't show 3D floors and such.
@Compwhiz128
@Compwhiz128 11 жыл бұрын
Its because of tutorials like this that I realize how early I got into the scheme of doom editing, using only Dmapedit, and not realizing that there were other editors to hack graphics, and executables, then to find out of source ports that had far more functionality. This was back in 2001 too >:O I started hacking too early...
@NURDVEVO
@NURDVEVO 4 жыл бұрын
Hi there are you still doing doom stuff? i hope you still use this channel.
@T0XICMASCULINITY
@T0XICMASCULINITY 6 жыл бұрын
Chubz, can you please give me a hand with something? Is it possible to create 2 3d floors, raise one to be the roof above the first one, then draw a door, and pull the geometry downwards fron the roof piece to create the door like normal? Whenever I try to create a door on a second story, I pull downwards from the 3d roof above, but instead of just lowering the door sector I selected, it lowers the entire 3d floor/roof. I'm pretty sure I could pull it upwards from the floor to create the door which would make the door go down instead of up when activated, but I was hoping I could still have it go upwards like normal, and that I was just doing it wrong or something. I spent almost 5 hours trying to different things out, but I just cant figure it out.
@Chubzdoomer
@Chubzdoomer 6 жыл бұрын
Sadly, there's no real easy way to do a door between two 3D floors. The only method I can think of would be to have a THIRD 3D floor that exists between the two and acts as the door, and is told to raise when the player "activates" it. This would require scripting, however, and you'd also run into numerous problems with that approach (like playing a sound, allowing the door to close, and so forth). As a result, I recommend avoiding that approach all-together if at all possible. Don't get too crazy with 3D floors--instead, try to stick to using them for decorations or very basic "room over room" situations. If you need to create a more elaborate floorplan complete with doors, switches, etc. it'd probably be best to do a "fake room over room" effect via a silent teleport or some other trick.
@T0XICMASCULINITY
@T0XICMASCULINITY 6 жыл бұрын
@@Chubzdoomer Alright, thank you for the help and advice. That was basically the same answer to my last question that dealt with 3d floors, which is good cause it tells me that what you said is really the only way to approach the 3d floor situation. I'm not trying to create a door on a 3d floor necessarily, I was just curious if it could be done so I could plan ahead accordingly. I just couldn't move on from it until you verified how you would deal with it. Thanks again, I appreciate your help a lot. Back to designing.
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@kerelwtf You can't use multiple doors in the sense of doing doors like you normally would, but you can get around it with clever usage of moving 3D floors! You can create "doors" that are basically 3D floors in the shape of doors that move up, then come back down just like a door normally would. There are probably a few other techniques that you could use to get around this, too, but that's one of the first that comes to mind. See my "3D Moving Platforms" tutorial to learn how to move them.
@Pur3knight56
@Pur3knight56 13 жыл бұрын
Thank you Chubz! You're very right when you say the only limit now is our imagination... Thanks again for all your great tutorials! :)
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@firebad0 Yes, you can find Skulltag revisions at the same website.
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@XVoIR Wow, I thought mine worked fine until I tested it again. You're right, my offsets aren't changing in GZDoom Visual Mode! I can't believe I didn't catch this until now. Have you found a solution yet? Until it's corrected in a later version or I find a fix, what I'm going to do is enable the regular Visual Mode and map it to the "Q" key (since it's just to the left of "W") and switch over to it whenever I need to align textures. This sucks!
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@jr2nd Make sure you go to your "Plugins" folder in the Doom Builder 2 directory and follow the instructions in the "GZDoomEditing" text file.
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@TheBraggle No problem! I hope that everyone can update their ZDoom and Doom Builder 2 versions without running into any problems. That's really the only thing I'm worried about! Everything else should probably be a piece of cake because this technique is just so easy to use.
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@TheHelpfulTuts Alternatively, of course, you could keep the same Doom Builder version and just map in UDMF format rather than Hexen format. That's just another option, though.
@Chubzdoomer
@Chubzdoomer 11 жыл бұрын
The best way to do deep water under a 3D floor is to have a 3D floor under a 3D floor. That probably doesn't make sense at first, but make the one on the bottom "Swimmable" rather than "Solid" and give it a little translucency (a value below 255 but higher than 0, preferably somewhere in the middle) to make it look like water. You'll need to give it color, too. If done correctly, you'll be able to swim inside the bottom one and the top 3D floor will be just a typical solid platform.
@madkvideo
@madkvideo 12 жыл бұрын
Just tried with r1630 and it didn't work. When i get under the floor in 3d visual mode, it highlights the ceiling.
@bjrnsimonsen2311
@bjrnsimonsen2311 4 жыл бұрын
I can do every thing to 4:55. But after that when i go to visual mode, the second sectors floor is not raised. Even i try change on the dummy sector in floor and / or ceiling. It still dont work. Even if I raise the floor on the sector by myself, and goes under the ground, it is not possible to raise the floor up to get the 3d floor. I dont know how it can be done, and it is not so long time ago I downloaded the last doom builder 2
@Chubzdoomer
@Chubzdoomer 4 жыл бұрын
Try using Ultimate Doom Builder instead. Plain old Doom Builder 2 is really outdated nowadays.
@bjrnsimonsen2311
@bjrnsimonsen2311 4 жыл бұрын
@@Chubzdoomer Thanks so much. That works. Now I will see, I have to learn a new builder program. I also create my own music to the doom levels :)
@Chubzdoomer
@Chubzdoomer 11 жыл бұрын
In Hexen or UDMF format? (UDMF is best, as it allows you to specify the alpha value/translucency within the line's properties -- no scripting required.)
@Chubzdoomer
@Chubzdoomer 12 жыл бұрын
I didn't create Doom Builder, just the tutorials, but I appreciate it!
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@TheHelpfulTuts What kind of texture error do you receive? I'm not sure I understand exactly what it's doing. In regards to the texture movement/alignment: The latest version of Doom Builder from the SVN website unfortunately does this if you map in the "Hexen" format rather than UDMF. I personally recommend that you go to the SVN website and use the r416 version. That version does not reset the texture alignments in "Hexen" format mode, so if you download it instead the problem is solved!
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@SADXhacker Yes, but only in GZDoom and perhaps Skulltag. ZDoom does not support 3D floor slopes at this time. :-( That's the one thing it lacks!
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@jr2nd Do you mean slopes that can be suspended in the air much like in my "3D Slopes" tutorial? Or are you referring to a different type of structure?
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@MRAXWEDBAF It's located in your C:\Program Files\Doom Builder 2\Plugins folder.
@Thezaccazzac
@Thezaccazzac 10 жыл бұрын
how do i change the side texture, like the one you are pointing at,at 5:18 ?
@Voirowsky
@Voirowsky 13 жыл бұрын
Well, i making maps with this plugin, but, i can't change the texture offset! I must use classic Visual Mode (Q). How do fix this?
@T0XICMASCULINITY
@T0XICMASCULINITY 6 жыл бұрын
This is such a great video and extremely helpful. My only question is, is it possible to have 2 large floor plans with different layouts and room designs overlap on top of each other the same way you did the 2 platforms? For instance, could you take Doom 1 E1M1 floorplan and have it where you can take an elevator up to a second floor which has the E1M2 floorplan, and have it be directly above the first floor so you could still make holes in the floor that you could fall through? I dont want to do that, I'm just using those floor plans as an example. I basically just want to make a building with 3 floors on top of each other, and each floor have it's own floorplan/layout and secrets. I know this engine has limitations, I'm just hoping that's not one of them.
@Chubzdoomer
@Chubzdoomer 6 жыл бұрын
You can get pretty complex with it, but I don't recommend getting too crazy with multiple layers of 3D floors because it gets to be really difficult to work with, especially when it comes to fine detail. Lines that trigger secrets, etc. also don't take into account the player's height/elevation, and although you could get around that via scripting it'd be a real pain in the ass and IMO more work than it's worth. There's no real easy way to do 3D floor "doors," either. I think a better solution for one whole floorplan over another would be to just fake an elevator via a "silent" teleport. There may be some other engine tricks you could use as well.
@T0XICMASCULINITY
@T0XICMASCULINITY 6 жыл бұрын
@@Chubzdoomer That all makes sense what you said, and that's what I was afraid of. The technique with the teleporter though sounds like it would work great and achieve the same effect. Would you be able to make holes in the second floor where you could see and shoot through at the floor below, but technically you'd be viewing and shooting things below through a teleporter, and you could drop down, and it would seem like you're actually dropping to the floor below, but technically you went through a teleporter that brings you to the first floor at precise coordinates that appear to be directly below the spot you dropped from/went through a teleporter? Sorry for the weird questions, you just seem to really understand this program and what can and cant be achieved. If it's a daunting reply that you dont think is worth the effort, you can just reply "no you cant" if you want lol.
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@jr2nd Nope, as far as I know you can just keep stacking them over and over. You can even have a 3D floor over top of a 3D slope, then a 3D slope over top of that 3D floor!
@TheBillzar820
@TheBillzar820 13 жыл бұрын
Thanks for the tutorial chubz, ive started making a deathmatch wad (currently testing with some friends) and im finding that most of the work has really paid off some even wanted to know how to do it! :) Again thanks for the heads up on this tutorial chubz
@Necrodogged
@Necrodogged 5 жыл бұрын
Concise, to-the-point, and informative. Good tutorial :>
@TVdinnermasterchef
@TVdinnermasterchef 2 жыл бұрын
Hey Chubzdoomer, amazing explanation, thanks. I'm just curious, if you click the bottom of a slope made in this way (from beneath the floor), is it possible to create a thin slope by moving the mouse wheel up? Or is some additional step required? Thanks for your tutorials mate, I have so many ideas that I can't implement using the standard engine mechanics, but these vids are helping them become a reality.
@Chubzdoomer
@Chubzdoomer 2 жыл бұрын
The slopes here are just "regular" slopes that essentially come up from the ground (or can come down from the ceiling), meaning you can't manipulate their unseen side. What you're asking for would require a 3D slope, which thankfully is also possible! Here's a little tutorial I made on those: kzbin.info/www/bejne/aH3EpWedi7t3eMU
@TVdinnermasterchef
@TVdinnermasterchef 2 жыл бұрын
@@Chubzdoomer thanks mate, much appreciated, I'll watch the vid and see if I can incorporate it into the map I'm currently making.
@brucew.2805
@brucew.2805 3 жыл бұрын
Thanks for the tip. Building maps can be very difficult. Requires a lot of time.
@KokoRicky
@KokoRicky 12 жыл бұрын
Chubz, thanks so damned much. I just got into editing and am very interested in GZDoom editing. Now I feel confident enough to map for it! Thanks!
@SuperLeosid
@SuperLeosid 8 жыл бұрын
Thanks a lot buddy! This is one hell of a thing which always troubled me. But now that it's solved, I'm currently making a megawad and will soon publish it. :D
@5daysastranger
@5daysastranger 11 жыл бұрын
I'm using GZDoom Builder (doom in hexen format) and i do what you say in your video and it gives me an "only in opengl"message.I have tried it also with UDMF format but still,i cant get it to work.When i go below the map in visual mode i can't even see the back side of the floor!!
@altazimuth
@altazimuth 13 жыл бұрын
Can you help make a tutorial on floating slopes? The method behind making them confuses me, I want to get more into creating multi-floor maps using this technique.
@orionp7504
@orionp7504 10 жыл бұрын
How would I go about making a door on the same linedef on two seperate floors?
@noddynod4434
@noddynod4434 3 жыл бұрын
Hi Chubzdoomer, would you recommend the "ultimate doom builder"?
@Chubzdoomer
@Chubzdoomer 3 жыл бұрын
Yeah, that's the version I've used over the last few months. It's basically the most modern version of Doom Builder from what I understand.
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@KillaCamCorte Anytime you pair 3D floors with teleports, you must use the "Teleport (Z-Height)" Thing rather than a regular Teleport thing. Check your messages - I've sent an example WAD showing 3D floors paired with teleports just to give you an example of how it's done!
@Chubzdoomer
@Chubzdoomer 12 жыл бұрын
Use ESDF rather than WASD. E and D and forward and backwards, S and F are strafe left and right.
@thedawg199370
@thedawg199370 10 жыл бұрын
How do you use 3d floors to make deep water areas?
@billphil8333
@billphil8333 11 жыл бұрын
At 13:39 you could've used the earlier dummy sector but just a different line
@MondySpartan
@MondySpartan 3 жыл бұрын
I followed the steps but then the 3D floor sticks all the way up as if it is another wall. The top and bottom sides of it are even hollow. I am using Ultimate Doom Builder (which can render slopes and such) with UDMF. What am I missing? (The problem isn't related to which map format type I used - testing it with Hexen format also brought up the same erroneous result)
@Chubzdoomer
@Chubzdoomer 3 жыл бұрын
Have you tried changing the 3D floor's height via the dummy sector's floor/ceiling heights, rather than directly manipulating the 3D floor itself?
@arthercasillas2755
@arthercasillas2755 11 жыл бұрын
With this knowledge my entire prison and sewers maps need to be done the way I envisioned...Just when I thought I was done.......
@AverageSpaghetti
@AverageSpaghetti 11 жыл бұрын
But, this brings me back to my first question. When downloading the GZdoom builder and gzdoom it's self, what next? How do I replace the old files with the new ones?
@magnolerriccardo6840
@magnolerriccardo6840 8 ай бұрын
thise nice video is of about 12 yrs ago...I this tecnique/funcion be eveno more developed ?
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@tourettesguy169 Make sure you go to your "Plugins" folder in the Doom Builder 2 directory and follow the instructions in the "GZDoomEditing" text file. Otherwise, you're in vanilla Visual Mode, which doesn't show slopes or 3D floors! Let me know if this fixes it for you.
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@IMMAPLUTO Why doesn't it work?
@Chubzdoomer
@Chubzdoomer 12 жыл бұрын
Make sure all of these things are true: 1. You're using one of the ZDoom/Skulltag configurations for your map. 2. You're using one of the latest (G)ZDoom or Skulltag revisions. 3. You're using one of the latest Doom Builder 2 revisions (required for seeing the slopes in Visual Mode).
@RomanceOfHelenTrent
@RomanceOfHelenTrent 13 жыл бұрын
hey, making doors and lifts and other simple stuff doesn't seem to work in the Doom in Hexen Format. Like lindef action 1 doesn't come up with "Door open waits closes" but instead comes up with "polyobj startline" i know this may seem dumb but please tell us, HOW DO I MAKE DOORS, LIFTS, SWITCHES AND OTHER SIMPLE STUFF IN THE ZDOOM DOOM IN HEXEN FORMAT
@Chubzdoomer
@Chubzdoomer 13 жыл бұрын
@PSXDooMERR Could you explain what it is you mean by that?
@kerelwtf
@kerelwtf 13 жыл бұрын
can you put multiple doors above eachother in this way? great tutorial! grtz
@tourettesguy169
@tourettesguy169 13 жыл бұрын
@Chubzdoomer oh its working now, thanks a bunch :) and also i was wondering if you could do a tutorial on how to put rain SFX in a map, because im trying to make a rain forest type of map
@abbuw-
@abbuw- 9 жыл бұрын
You should do some tutorials about sector portals and vertex slopes. I had to try to show some of my buddies how to do it, and I'm not really good at giving tutorials.
@ArcadeStriker
@ArcadeStriker 8 жыл бұрын
Wow, this actually works with ZDoom, with Slopes and all that? If it works for me, gonna be trying this with my maps ASAP. EDIT: Tested with ZDoom 2.4.0 and the slopes were there, but the floating blocks were gone, and the things just fall from the air. Don't know if I need a more updated version, or is that it just doesn't work that properly with ZDoom.
@Chubzdoomer
@Chubzdoomer 8 жыл бұрын
Yeah, it should work with the latest versions of ZDoom. At this stage though, there's really no reason to not use GZDoom (unless your PC just can't handle it).
@ArcadeStriker
@ArcadeStriker 8 жыл бұрын
Oh, and there is a way to convert ZDoom saves to GZDoom, or it's not possible?
@Chubzdoomer
@Chubzdoomer 8 жыл бұрын
TheArcadeStriker I honestly have no idea.. I've never tried converting saves before.
@MaxStasis231
@MaxStasis231 11 жыл бұрын
I've copied exactly what you did but when I go under the 3D floor sector there's no flat surface underneath therefore I cant change how high up the platform is.
@TheDooganator667
@TheDooganator667 13 жыл бұрын
Do you think u could make doors for the 3d platforms? like suspending doors in the air.
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