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— | howto:use_deds_in_doom_builder [2015-06-02 22:48] (current) – created - external edit 127.0.0.1 | ||
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+ | * //Using [[http:// | ||
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+ | There are various different ways that [[ded]] and [[xg]] definitions can be included with your map. You can either supply them seperately in a mywad.ded (pure text file editable in any text editor), embed the data into the [[dd_defns]] lump in your wad or put all the data files for your wad into a [[pk3]] file. If you use purely XG (no DED's) you also have another option of compiling your XG data into a special lump called [[dd_xgdata]]. | ||
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+ | The method I'm going to describe here deals with using DoomBuilder to include your DED with your [[j_doom]] map. This is achieved by including your DED into a special lump called DD_DEFNS. | ||
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+ | This might look a bit long winded, it really isn't, I've just tried to cover it as thoroughly as I can. | ||
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+ | For the sake of this HOWTO I have already created a one level [[wad]], saved in the MAP01 slot. It's a simple square room with a couple of sectors and a player start (if you need help on getting this far then check out Dr Sleep' | ||
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+ | ====== Notes ====== | ||
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+ | [[doomsday]] DEDs do NOT need to be compiled, in fact they can be edited while Doomsday is running and then re-read at any time. The disadvantage of this method is that in order to make changes to your DED you will need to close Doomsday, open DoomBuilder, | ||
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+ | For information on a more flexible method to use whilest building your wad check the [[editing_deds_at_runtime]] HOWTO. | ||
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+ | ====== STEP 1: Preparing for DED editing ====== | ||
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+ | |||
+ | * Open DoomBuilder. | ||
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+ | * Goto **File** and load in the map you want to edit (in my case mywad.wad). | ||
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+ | The next dialog box you'll see will ask you to **Select Map from mywad.wad**. | ||
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+ | * Click on the map you want to edit (in my case **MAP01**). | ||
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+ | You'll also see a selection box with the label **Game** (this tells Doom Builder what game we are editing for). | ||
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+ | * From here you need to select **jDoom** | ||
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+ | * Click **OK**. | ||
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+ | ====== STEP 2: Creating the DD_DEFNS lump ====== | ||
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+ | Now we're ready to start writing our DED. Let's do something cool like getting our name to show up at the start of the level and giving a sector some neat red lighting. This will show you two things: | ||
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+ | A) How to write a DED | ||
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+ | B) How to use XG to add red lighting to a sector | ||
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+ | * Go to the file menu and click on **Scripts**. | ||
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+ | This menu contains all the jDoom specific lumps that can be edited in Doom Builder ([[dd_xgdata]] has to be compiled so doesn' | ||
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+ | * Click on **DD_DEFNS**. | ||
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+ | You should now see DoomBuilder' | ||
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+ | * Click the **Make Script** button. | ||
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+ | This is where you can insert all your DED definitions and your XG line/sector classes. The first thing we are going to do is add the [[header]]. This isn't compulsory but I'm going to do it anyway: | ||
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+ | * Type the following: | ||
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+ | Header { Version = 6 } | ||
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+ | Now lets add the name of the map and our name, so they appear at the start of the level! | ||
+ | The following code might look alien to you but don't worry about that at the moment ( check out [[map_info_ded_]] for more information on this class ). | ||
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+ | * Type the following starting on a new line: | ||
+ | | ||
+ | Map Info { | ||
+ | ID = " | ||
+ | Name = "This is the name of the level" | ||
+ | Author = "This is MY name" | ||
+ | Sky Layer 1 { | ||
+ | Flags = enable | ||
+ | Texture = " | ||
+ | } | ||
+ | } | ||
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+ | |||
+ | Now lets make that sector with the red lighting I mentioned earlier. This is a two stage process, we need to create a new SectorType then we need to attach it to our sector. Note the line that says **ID = 8000**, this is the number we'll use to attach our SectorType to our sector, so remember it for latter. | ||
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+ | Again this will look totally alien but don't worry about that atm (check out the [[xg|XG reference]] for more information on [[xg_line_type|XG Line]] and [[xg_sector_type|Sector]] types). | ||
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+ | * Type the following starting on a new line: | ||
+ | | ||
+ | Sector Type { # My Red Light. | ||
+ | ID = 8000 | ||
+ | Red fn = " | ||
+ | Green fn = " | ||
+ | Blue fn = " | ||
+ | } | ||
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+ | |||
+ | Thats it. We've now finished creating our DD_DEFNS lump so we can now close the script editor: | ||
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+ | * Click the **Close** button in the script editor dialog. | ||
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+ | ====== STEP 3: Attaching our red light Sector Type to a sector ====== | ||
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+ | |||
+ | Now we need to attach our [[sector_type]] to a sector. Choose a sector you want your red light in. | ||
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+ | * **Right click** the Sector to bring up the Edit Sector dialog. | ||
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+ | Remember the ID of our new [[sector_type]]? | ||
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+ | * Enter **8000** where it says **Sector Effect**. | ||
+ | * Click **Ok**. | ||
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+ | ====== Finished! ====== | ||
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+ | That's it. We've now finished setting our map up so all we need to do now is save our map and load up Doomsday. | ||
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+ | * Goto the **File** menu and click **Save**. | ||
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+ | Now load up Doomsday and revel in the glory of your name appearing at the start of the map and our cool red lighting. | ||
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+ | ====== See also ====== | ||
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+ | * [[http:// | ||
+ | * [[ded|DED reference]] | ||
+ | * [[xg|XG reference]] | ||
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