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howto:use_deds_in_doom_builder [2015-06-03 01:48] (current)
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 +{{cleanup}}
 +
 +  *  //Using [[http://​www.doombuilder.com|DoomBuilder'​s]] script editor to include a [[ded]] with your map.//
 +
 +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]].
 +
 +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.
 +
 +This might look a bit long winded, it really isn't, I've just tried to cover it as thoroughly as I can.
 +
 +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'​s excellent manual available at [[http://​www.doombuilder.com|DoomBuilder.com]]). ​
 +
 +
 +====== Notes ======
 +
 +
 +[[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,​ edit your DED then save and start Doomsday again.
 +
 +For information on a more flexible method to use whilest building your wad check the [[editing_deds_at_runtime]] HOWTO.
 +
 +
 +====== STEP 1: Preparing for DED editing ======
 +
 +
 +  *  Open DoomBuilder.
 +
 +  *  Goto **File** and load in the map you want to edit (in my case mywad.wad).
 +
 +The next dialog box you'll see will ask you to **Select Map from mywad.wad**.
 +
 +  *  Click on the map you want to edit (in my case **MAP01**).
 +
 +You'll also see a selection box with the label **Game** (this tells Doom Builder what game we are editing for).
 +
 +  *  From here you need to select **jDoom**
 +
 +  *  Click **OK**.
 +
 +
 +====== STEP 2: Creating the DD_DEFNS lump ======
 +
 +
 +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:
 +
 +A) How to write a DED
 +
 +B) How to use XG to add red lighting to a sector
 +
 +  *  Go to the file menu and click on **Scripts**.
 +
 +This menu contains all the jDoom specific lumps that can be edited in Doom Builder ([[dd_xgdata]] has to be compiled so doesn'​t appear in this list).
 +
 +  *  Click on **DD_DEFNS**.
 +
 +You should now see DoomBuilder'​s Script window. Now because we haven'​t yet created a [[dd_defns]] lump you will now need to:
 +
 +  *  Click the **Make Script** button.
 +
 +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:
 +
 +  *  Type the following:
 +  ​
 +  Header { Version = 6 }
 +
 +
 +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 ).
 +
 +  *  Type the following starting on a new line:
 +  ​
 +  Map Info {
 +  ID = "​MAP01"​
 +  Name = "This is the name of the level"
 +  Author = "This is MY name" ​
 +  Sky Layer 1 {
 +  Flags = enable
 +  Texture = "​SKY1"​
 +  }
 +  }
 +
 +
 +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.
 +
 +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).
 +
 +  *  Type the following starting on a new line:
 +  ​
 +  Sector Type { # My Red Light.
 +  ID = 8000
 +  Red fn = "​z"​
 +  Green fn = "​a"​
 +  Blue fn = "​a"​
 +  }
 +
 +
 +Thats it. We've now finished creating our DD_DEFNS lump so we can now close the script editor:
 +
 +  *  Click the **Close** button in the script editor dialog.
 +
 +
 +====== STEP 3: Attaching our red light Sector Type to a sector ======
 +
 +
 +Now we need to attach our [[sector_type]] to a sector. Choose a sector you want your red light in.
 +
 +  *  **Right click** the Sector to bring up the Edit Sector dialog.
 +
 +Remember the ID of our new [[sector_type]]?​ It's **8000** in case you've forgotten.
 +
 +  *  Enter **8000** where it says **Sector Effect**.
 +  *  Click **Ok**.
 +
 +
 +====== Finished! ======
 +
 +
 +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.
 +
 +  *  Goto the **File** menu and click **Save**.
 +
 +Now load up Doomsday and revel in the glory of your name appearing at the start of the map and our cool red lighting.
 +
 +
 +====== See also ======
 +
 +  *  [[http://​www.doombuilder.com|DoomBuilder]]
 +  *  [[ded|DED reference]]
 +  *  [[xg|XG reference]]
 +
 +
 +
 +
 +
  
howto/use_deds_in_doom_builder.txt ยท Last modified: 2015-06-03 01:48 (external edit)