Fulltext results:
- use_hires_textures_in_your_map
- aters such as the canvas size of the texture e.g; 128x64, 128x128, 256x128... etc. Note that the canvas size must be multipl... e patch, for example; You should not use just one 64x64 patch to build a texture that has a 128x128 defined //canvas// size. You would need to add th... mple reference patch that has a grid reference at 16, 24, 32, 64, 128, 256, etc. You can use this over-sized patch to create... . Let's modify the canvas size of this texture to 64 wide by 128 tall. After we change these values, be sure to se
- create_a_light_thing
- t next. * Type the following: Header { Version = 6 } # --------------------------------------... light. Note the line that says **DoomEd number = 8001**, this is the ID of our Red Warning Light we'll ... HT" Name = "RedWarnLight" DoomEd number = 8001; Spawn state = "REDWARNLIGHT" Spawn healt... "REDWARNLIGHT" Sprite = "CAND" Frame = 32768 Tics = 6 Next state = "REDWARNLIGHT2"
- create_a_new_monster
- hat next. Type the following: <code> Header { Version = 6 } </code> <code> # ----------------------------... = "BAR_EXP" Sprite = "BEXP" Frame = 32768 Tics = 5 Next state = "BAR_EXP2" } <... = "BAR_EXP2" Sprite = "BEXP" Frame = 32769 Tics = 5 Action = "A_Scream" Next... "BAR_EXP4" Sprite = "BEXP" Frame = 32771 Tics = 10 Action = "A_Explode" Nex
- use_deds_in_doom_builder
- anyway: * Type the following: Header { Version = 6 } Now lets add the name of the map and our name... g 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