*ATTENTION VIEWERS:* I've just updated the video description with links to two example files. The first file is merely a copy of the map shown in the video. The second file, on the other hand, uses the "skybox" method mentioned near the end of the video which results in the sky's brightness changing along with the outdoor sectors. Note that the skybox method is rather ugly as is, and could be greatly improved with custom textures and/or sector effects/variations.
@mugenmasters8564 Жыл бұрын
oh no i am inside a box
@DoomedArchvileDemon6 жыл бұрын
I would love if you continued to do more Doom Builder tutorials. Especially ones concerning ACS. I really like that you go over a part of the tutorial and really explain what it is and what the functions are in detail. I have struggled to understand a lot about ACS due to the information available just not being detailed enough and not really clicking with me. The way you present these tutorials, I am understanding everything. Thank you for this great tutorial.
@bioman1hazard6076 жыл бұрын
You should do a video on changing sky textures and animating walls
@Zen-rw2fz6 жыл бұрын
OPEN is executed when the map is opened, while ENTER is executed when a player enters the game, so it can be executed multiple times in a multiplayer map when more than just one person are playing. I guess you could just use ENTER if the map doesn't have any coop or deathmatch starts but it just looks wrong to me
@blurredsoftdev24202 жыл бұрын
Heyy chubz I need help... I made a marine and set it on friendly but it isn't following me can you make a tutorial pls
@Chubzdoomer2 жыл бұрын
By default, the only way to "activate" a Friendly monster without scripting is to either fire a shot or have them see an enemy. Otherwise, they'll just stand still until either one happens. You CAN force them into their "wander/follow" state by writing an ENTER script that contains this line (where # is the ID of the Friendly actor): SetActorState(#, "See", false); Just a word of warning, though: Without some sort of custom pathfinding implementation, you won't ever get a Friendly Marine (or any other actor) to follow you around effectively. The built-in pathfinding is nothing short of awful. Go ahead and experiment with it yourself and you'll quickly see what I mean.
@gerarventitres5 жыл бұрын
How i make gates like removing a black color
@Chubzdoomer5 жыл бұрын
If you're talking about transparent textures, make sure they're marked as Double-Sided.
@gerarventitres5 жыл бұрын
@@Chubzdoomer nah,thanks to this www.doomworld.com/forum/topic/69090-doom-builder-2-transparent-windows/
@WraithDesignz6 жыл бұрын
Great tutorial! Would indeed love to see some that compliment this like skyboxes maybe changing/blending into say day to night? and how to make light sources, turn on and off through the cycle. that would be BAD ASS.
@Chubzdoomer6 жыл бұрын
I added a skybox example to the video description, so you can check that out if you'd like. It doesn't look great, but I don't think it'd be too difficult to improve it.
@tanekheath53234 жыл бұрын
Is this possible in doom builder 2 if i have it set to zdoom?
@ashtmslf23153 жыл бұрын
If Chubs didnt make videos there would be about half the amount of new maps getting released daily
@thebelieverkhan37415 жыл бұрын
can u do skybox day night tutorial plz
@UnchainedEruption6 жыл бұрын
Chubz, I want to make it so that by default you can't jump/crouch in my wad. I've seen several other mods that have this feature. How can I do it?
@Chubzdoomer6 жыл бұрын
The easiest way to do that would be via a MAPINFO entry, which you'd add to your WAD using an editor like Slade (see my Custom Monsters tutorial for an example of Slade if you've never used it before). Here's an example of a MAPINFO entry for MAP01 that disables crouch without changing anything else: hastebin.com/ogitotatim.nginx The "nocrouch" line at the bottom is what does the work. Nice and easy!
@thebelieverkhan37415 жыл бұрын
thnx for such a nice video. ill give credits to u once in my project.
@mtalhakhalid16794 жыл бұрын
Wonderful tutorial i made custom sky out of gig image made a pusar star animation on sky and made my custom switches as well
@olexayko24996 жыл бұрын
Thank u very much) I especially wasted many time making this) Thanks a lot!!!
@wakuwalt75 жыл бұрын
Really interesting tutorial!
@T0XICMASCULINITY5 жыл бұрын
Hey Chubbs, I have another quick question for you. I watched a tutorial video from another person showing how to use skyboxes, and in it, the author says to open the wad in slade, insert the sky image you wish to use and create a new ZMAPINFO entry and enter the text/code to reference it and use it. That's it. It does replace the sky and does work. My question to you is, in this video you say that you can add/tag your skybox sector so that the sky also dims along with everything else, but how? Is the skybox video correct in what they showed being a skybox, because in that process you dont create a skybox sector or do anything to the map at all or even need GZDB, so I'm really confused.
@Chubzdoomer5 жыл бұрын
It sounds like that method involves creating a vanilla-style skybox with just a single texture. The method I was talking about is creating a sector-based skybox. You can see an example in the video description.
@T0XICMASCULINITY5 жыл бұрын
@@Chubzdoomer Thank you sir, greatly appreciated. I dont know why, but I always forget to check the video description, which would have saved me a lot of headache. I'll have a look at the WAD right after this. Just out of curiosity, if I elect to not use a daytime cycle, which I want to, is there any benefit to using a sector based skybox, instead of the method I learned from the other video? I guess one benefit I can think of is having the ability to easily change the sky texture in GZDB instead if having to mess with Slade at all. Anyways, thank you again. You're always a massive help.
@Chubzdoomer5 жыл бұрын
@@T0XICMASCULINITY The sector-based skybox just has more flexibility since it shows literally everything inside a sector. With the vanilla skybox method, you're stuck using a single texture that just gets wrapped around 360 degrees.
@T0XICMASCULINITY5 жыл бұрын
@@Chubzdoomer Thank you for the quick reply. That makes complete sense and is more in line with what I'm looking for. I'd much rather have complete control over it, rather than having limitations, as would anyone I'm sure. Thank you again for the explanation and help. Have a good day man.
@josemiguel1394 жыл бұрын
Doesn´t work, i thing there is something about script configuration that you dont explain in the video. where can i save the script? and what type can i use?
@Chubzdoomer4 жыл бұрын
When you say it doesn't work, what exactly is happening? Is the script just not compiling, or is nothing happening in-game, etc.?
@josemiguel1394 жыл бұрын
@@Chubzdoomer Nothing happening in the game. But dont misunderstand. The video is well explained. It is just some difference when i open the script thing in my doombuilder is like i must to configurate something
@Chubzdoomer4 жыл бұрын
@@josemiguel139 Are you using UDMF as the map format? Also, have you made sure your sector tags match what's in the script?
@josemiguel1394 жыл бұрын
@@Chubzdoomer What is UDMF? what else i need? Yes ,the sector tag match
@Chubzdoomer4 жыл бұрын
@@josemiguel139 UDMF is a map format. You can see which format your map is currently using (and change it) by opening your map in Doom Builder, then going to Edit->Map Options.
@olexayko24996 жыл бұрын
Are you going to create video about skyboxes with different brigtness?
@Chubzdoomer6 жыл бұрын
I may do that sometime. The easiest way is to make a skybox sector (preferably a square or circular shape), then just stick a Skybox Viewpoint in it (under Things->Cameras and Interpolation). From that point on, F_SKY1 will show what the Viewpoint "sees" (rather than the default sky). This means whatever changes you make to the skybox sector will also be observed by the player, so all you have to do is give the skybox sector the same tag as all the outdoor sectors and it will follow the same night/day logic. The only thing that sucks is it can be challenging to make a "convincing" skybox that way, especially with default textures.
@olexayko24996 жыл бұрын
@@Chubzdoomer I understood your version, but at dummy sector(for skybox) maybe will be same problem, but i'll try) I think more comfortable add to the wad same skyboxes but with different light level. And is it possible to add many skyboxes at the wad?
@olexayko24996 жыл бұрын
Can I expect for next video with explanation of solving this problem? ;)
@Chubzdoomer6 жыл бұрын
The method I suggested (Skybox Viewpoint) works, but you could also do what you said and add the same skybox, just with different brightness. You'd have to write a separate script that monitors the current brightness level and changes the sky accordingly. It'd basically be a series of If--Then conditional statements nested within a While loop.
@olexayko24996 жыл бұрын
@@Chubzdoomer All in all,at all methods i must have different brightness skybox
@shellshockcat19536 жыл бұрын
Is there going to be UDMF video tutorials? I've been finding those for a long time and haven't found one yet and I've also skipped Doom In Hexen format because people say it's obselete.
@Chubzdoomer6 жыл бұрын
I'll consider doing some basic UDMF tutorials. I've needed to make an updated "Getting Started" series for quite a while now.