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use_hires_textures_in_your_map
21 Hits, Last modified: 16 years ago
le focuses on how to create a texture resource [[pwad]] for use when mapping that takes advantage of th... te (a predefined 256 color map or palette—some PWAD utilities will do this for you). A texture can b... s way, regardless whether they originate from an IWAD or PWAD. The one requirement is that the file name of the hires texture (e.g. **shawn1.png**) name mat
use_deds_in_doom_builder
9 Hits, Last modified: 10 years ago
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 h... f this HOWTO I have already created a one level [[wad]], saved in the MAP01 slot. It's a simple square
create_a_new_monster
5 Hits, Last modified: 15 years ago
ct all we need for our new monster is a DED and a WAD (containing at least one start position for our n... iour. Also you will need to know how to create a WAD and add THINGS to it. You need to have a WAD editor capable of editing the ID number of a THING, I wil... accomplish this. Launch DoomBuilder and Open the wad you want to edit (remembering to select jDoom fro
create_a_light_thing
4 Hits, Last modified: 8 years ago
ance. Also you will need to know how to create a WAD and add THINGS to it. You need to have a WAD editor capable of editing the ID number of a THING, I wil... ish this. * Launch DoomBuilder and *Open* the wad you want to edit (remembering to select jDoom fro... ed to do now is load Doomsday with our LightThing.wad and LightThing.ded. As you'll be able to tell, t
create_custom_sprites
2 Hits, Last modified: 16 years ago
ke my own Sprites for Doom? First get yourself a Wad editor (doesn't matter which check the WAD file section for more information on editors) and find the
load_resources_from_command_line
2 Hits, Last modified: 19 years ago
is installed in **/usr/local/share/deng**, and my WAD files in **~/wads/**, do the following: ===== I... usr/local/bin/doomsday -g jdoom -file ~/wads/doom.wad -def }Defs/jDoom/jDRP.ded -file }Data/jDoom/jDRP
use_custom_sound_effects
2 Hits, Last modified: 15 years ago
ct the format of a sample if it's loaded from a [[wad]] file, making it possible to compile a [[wad]] out of [[wav]] samples.
start_doomsday_from_steam
1 Hits, Last modified: 13 years ago
craft-v4.pk3 F:\doomsday\snowberry\addons\dwango5.wad//** you can also add the -game command before the

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