http://maniacsvault.net/ecwolf/w/api.php?action=feedcontributions&user=Marrub&feedformat=atom ECWolf Wiki - User contributions [en] 2024-03-28T20:37:18Z User contributions MediaWiki 1.35.8 http://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_With_Global_Light_Levels_And_Flats&diff=612 Creating Maps With Global Light Levels And Flats 2013-12-18T19:50:31Z <p>Marrub: woops that's not a placeholder</p> <hr /> <div>If you want to add some ambiance or want to add some textured ceilings/floors to your maps, check this out.<br /> <br /> == Adding A Global Light Level ==<br /> This one is simple but confusing.<br /> <br /> You'll want to go to '''Map&gt;Map Symbols''' and go to '''Plane 1 (Walls)'''.<br /> <br /> There you'll want to add a bunch of symbols.<br /> <br /> You'll need to add these:<br /> <br /> 216<br /> 217<br /> 218<br /> 219<br /> 220<br /> 221<br /> 222<br /> 223<br /> <br /> And these:<br /> <br /> 252<br /> 253<br /> 254<br /> 255<br /> 256<br /> 257<br /> 258<br /> 259<br /> 260<br /> 261<br /> 262<br /> 263<br /> 264<br /> 265<br /> 266<br /> 267<br /> <br /> Then add one of the walls from the first table to map position (2,0) and one of the ones from the second table to map position (3,0).<br /> <br /> The first table is for the light level (0-7) and the second one is for the visibility (0-15).<br /> <br /> Think of it like this:<br /> <br /> 216 - Light level 0 (Darkest)<br /> 217 - Light level 1<br /> 218 - Light level 2<br /> 219 - Light level 3<br /> 220 - Light level 4<br /> 221 - Light level 5<br /> 222 - Light level 6<br /> 223 - Light level 7 (Brightest)<br /> <br /> 252 - Visibility level 0 (Lowest Visibility)<br /> 253 - Visibility level 1<br /> 254 - Visibility level 2<br /> 255 - Visibility level 3<br /> 256 - Visibility level 4<br /> 257 - Visibility level 5<br /> 258 - Visibility level 6<br /> 259 - Visibility level 7<br /> 260 - Visibility level 8<br /> 261 - Visibility level 9<br /> 262 - Visibility level 10<br /> 263 - Visibility level 11<br /> 264 - Visibility level 12<br /> 265 - Visibility level 13<br /> 266 - Visibility level 14<br /> 267 - Visibility level 15 (Highest Visibility)<br /> <br /> Once you have all that done, add this to your [[map translator]] file:<br /> <br /> enable lightlevels;<br /> <br /> == Adding Flats ==<br /> <br /> First, you'll need the texture itself, of course. I'll be using a texture called CEMENT1 for this example.<br /> <br /> Add this to your map translator file:<br /> <br /> flats<br /> {<br /> floor<br /> {<br /> &quot;#FFFFFF&quot;, // Flat Color<br /> &quot;CEMENT1&quot; // Stone Floor<br /> }<br /> ceiling<br /> {<br /> &quot;#FFFFFF&quot;, // Flat Color<br /> &quot;CEMENT1&quot; // Stone Ceiling<br /> }<br /> }<br /> <br /> The first thing in the list is the default flat. Set this to whatever you want, solid hex colors work fine here.<br /> <br /> Now, go into your map and go back to '''Map&gt;Map Symbols'''. Then go to '''Plane 3 (Extra)'''.<br /> <br /> Add the index of your flat. (eg 1 would be the first texture after the placeholder)<br /> <br /> You'll probably want to go to '''Map&gt;Plane Manager''' to enable showing Plane 3.<br /> <br /> <br /> <br /> Now then, select Plane 3 as your active plane and check '''Map&gt;Low Byte Mode''' or '''Map&gt;High Byte Mode''' depending on whether it's a floor or ceiling.<br /> <br /> Place some down, save and export. You're done!<br /> <br /> Note that your textures '''must''' be inbetween F_ markers (WAD) or a flats/ folder (PK3). See [[Data_Container_Formats|this]] page for more info.<br /> <br /> [[Category:Guides]]</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_And_Wads&diff=611 Creating Maps And Wads 2013-12-18T12:48:32Z <p>Marrub: forgot to add this category</p> <hr /> <div>Want to make maps? It's pretty simple, and this tutorial will walk you through making one.<br /> <br /> == The Tools ==<br /> You'll want to download these tools for making your map and making it playable.<br /> <br /> [http://slade.mancubus.net/index.php?page=downloads Slade 3] ([[Data_Container_Formats|WAD/PK3]] Editor)<br /> <br /> [http://hwolf3d.dugtrio17.com/index.php?section=hwe HWE] (Map Editor)<br /> <br /> == Preparing Your Tools ==<br /> <br /> Now that you have your tools, it's time to prepare them. Make a new WAD archive in SLADE.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:slade1.png]]<br /> |}<br /> <br /> Good. Now make a new entry.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:slade2.png]]<br /> |}<br /> <br /> Name it MAP01 (just type MAP01 into the box that pops up)<br /> <br /> Also note that MAP01 can be whatever level you want to replace, but for the sake of convenience we'll be replacing MAP01.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:slade3.png]]<br /> |}<br /> <br /> Cool. Now save it. The file name can be whatever you want (preferably less than 8 characters)<br /> <br /> You can close SLADE now. We won't be needing it until later.<br /> <br /> <br /> <br /> Now, take your WL6 files and copy them into a new folder. You only need the GAMEMAPS.WL6 and MAPHEAD.WL6 files here.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:slade4.png]]<br /> |}<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:slade5.png]]<br /> |}<br /> <br /> Great. Now let's break out HWE. Go to '''File&gt;Open Project'''.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe1.png]]<br /> |}<br /> <br /> Open up the folder you just made.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe2.png]]<br /> |}<br /> <br /> Click OK. You should see this:<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe3.png]]<br /> |}<br /> <br /> Awesome. <br /> <br /> == Mapping It Out ==<br /> <br /> Let's make a simple map now. Go to '''Map&gt;Clear Map (Solid)''' and click OK on the warning. This will clear the map for you.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe4.png]]<br /> |}<br /> <br /> Click on the '''fill''' tool and then click on the '''grey brick 1''' brush.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe5.png]]<br /> |}<br /> <br /> Coolio. Fill the place with grey brick by clicking on the 'canvas'. Hopefully you're catching onto how this works.<br /> <br /> Try making a big square out of blue brick now. Use the rectangle tool.<br /> <br /> It should look something like this:<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe6.png]]<br /> |}<br /> <br /> Now we need to give it a floor. These are also known as &quot;'''sound sectors'''&quot;.<br /> <br /> Place a small square of 'em down.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe7.png]]<br /> |}<br /> <br /> BAM! You now have a full room!<br /> <br /> <br /> <br /> Okay, now, go to the drop-down menu here and select '''Plane 2 (Objects)'''.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe8.png]]<br /> |}<br /> <br /> Select a '''Start Position''' in any direction you want. You should also switch to the pencil tool.<br /> <br /> <br /> Place one down.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe9.png]]<br /> |}<br /> <br /> Totally rad. This is where your player (BJ!) will start.<br /> <br /> You can place some extra stuff down if you want, but I'll be keeping it this way.<br /> <br /> == Exporting The Goods ==<br /> <br /> Now we'll export the map so we can use it in [[File:MiniECWolfLogoIcon.png]]. You should save the project beforehand (''CTRL-S'' )<br /> <br /> Go down to '''File&gt;Export Map'''.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:export1.png]]<br /> |}<br /> <br /> It should give you a message. Click No.<br /> <br /> <br /> <br /> Now, select &quot;WDC Map Files&quot; as the file type and name the file &quot;'''PLANES.map'''&quot;. It's important that it is named PLANES.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:export2.png]]<br /> |}<br /> <br /> Hit save.<br /> <br /> You'll then see this window:<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:export3.png]]<br /> |}<br /> <br /> Select Wolf1 Map1 and click the top arrow.<br /> <br /> Then click Export.<br /> <br /> == It Lives! ==<br /> <br /> Close HWE. We won't be needing it now.<br /> <br /> Now, open SLADE back up and open the WAD you created earlier.<br /> <br /> Also get the folder you saved your PLANES file in handy.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:itlives1.png]]<br /> |}<br /> <br /> Drag the PLANES file into the archive. Then save the WAD.<br /> <br /> <br /> <br /> You're done! Drag the WAD onto ECWolf's executable, launch episode 1, and you should be in your first map!<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:itlives2.png]]<br /> |}<br /> <br /> == Adding Maps To A PK3 ==<br /> <br /> You can also add your maps to a PK3 file by putting the map WAD in the maps/ folder. Note that the WAD's name will be used as the map's name instead of the marker inside the WAD.<br /> <br /> For more info, see [[Data_Container_Formats|here]].<br /> <br /> [[Category:Guides]]</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_With_Global_Light_Levels_And_Flats&diff=610 Creating Maps With Global Light Levels And Flats 2013-12-18T11:46:49Z <p>Marrub: knew there was something I forgot</p> <hr /> <div>If you want to add some ambiance or want to add some textured ceilings/floors to your maps, check this out.<br /> <br /> == Adding A Global Light Level ==<br /> This one is simple but confusing.<br /> <br /> You'll want to go to '''Map&gt;Map Symbols''' and go to '''Plane 1 (Walls)'''.<br /> <br /> There you'll want to add a bunch of symbols.<br /> <br /> You'll need to add these:<br /> <br /> 216<br /> 217<br /> 218<br /> 219<br /> 220<br /> 221<br /> 222<br /> 223<br /> <br /> And these:<br /> <br /> 252<br /> 253<br /> 254<br /> 255<br /> 256<br /> 257<br /> 258<br /> 259<br /> 260<br /> 261<br /> 262<br /> 263<br /> 264<br /> 265<br /> 266<br /> 267<br /> <br /> Then add one of the walls from the first table to map position (2,0) and one of the ones from the second table to map position (3,0).<br /> <br /> The first table is for the light level (0-7) and the second one is for the visibility (0-15).<br /> <br /> Think of it like this:<br /> <br /> 216 - Light level 0 (Darkest)<br /> 217 - Light level 1<br /> 218 - Light level 2<br /> 219 - Light level 3<br /> 220 - Light level 4<br /> 221 - Light level 5<br /> 222 - Light level 6<br /> 223 - Light level 7 (Brightest)<br /> <br /> 252 - Visibility level 0 (Lowest Visibility)<br /> 253 - Visibility level 1<br /> 254 - Visibility level 2<br /> 255 - Visibility level 3<br /> 256 - Visibility level 4<br /> 257 - Visibility level 5<br /> 258 - Visibility level 6<br /> 259 - Visibility level 7<br /> 260 - Visibility level 8<br /> 261 - Visibility level 9<br /> 262 - Visibility level 10<br /> 263 - Visibility level 11<br /> 264 - Visibility level 12<br /> 265 - Visibility level 13<br /> 266 - Visibility level 14<br /> 267 - Visibility level 15 (Highest Visibility)<br /> <br /> Once you have all that done, add this to your [[map translator]] file:<br /> <br /> enable lightlevels;<br /> <br /> == Adding Flats ==<br /> <br /> First, you'll need the texture itself, of course. I'll be using a texture called CEMENT1 for this example.<br /> <br /> Add this to your map translator file:<br /> <br /> flats<br /> {<br /> floor<br /> {<br /> &quot;#FFFFFF&quot;, // Placeholder<br /> &quot;CEMENT1&quot; // Stone Floor<br /> }<br /> ceiling<br /> {<br /> &quot;#FFFFFF&quot;, // Placeholder<br /> &quot;CEMENT1&quot; // Stone Ceiling<br /> }<br /> }<br /> <br /> Yes, you need that placeholder.<br /> <br /> Now, go into your map and go back to '''Map&gt;Map Symbols'''. Then go to '''Plane 3 (Extra)'''.<br /> <br /> Add the index of your flat. (eg 1 would be the first texture after the placeholder)<br /> <br /> You'll probably want to go to '''Map&gt;Plane Manager''' to enable showing Plane 3.<br /> <br /> <br /> <br /> Now then, select Plane 3 as your active plane and check '''Map&gt;Low Byte Mode''' or '''Map&gt;High Byte Mode''' depending on whether it's a floor or ceiling.<br /> <br /> Place some down, save and export. You're done!<br /> <br /> Note that your textures '''must''' be inbetween F_ markers (WAD) or a flats/ folder (PK3). See [[Data_Container_Formats|this]] page for more info.<br /> <br /> [[Category:Guides]]</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_With_Global_Light_Levels_And_Flats&diff=609 Creating Maps With Global Light Levels And Flats 2013-12-18T11:45:59Z <p>Marrub: Created page with &quot;If you want to add some ambiance or want to add some textured ceilings/floors to your maps, check this out. == Adding A Global Light Level == This one is simple but confusing...&quot;</p> <hr /> <div>If you want to add some ambiance or want to add some textured ceilings/floors to your maps, check this out.<br /> <br /> == Adding A Global Light Level ==<br /> This one is simple but confusing.<br /> <br /> You'll want to go to '''Map&gt;Map Symbols''' and go to '''Plane 1 (Walls)'''.<br /> <br /> There you'll want to add a bunch of symbols.<br /> <br /> You'll need to add these:<br /> <br /> 216<br /> 217<br /> 218<br /> 219<br /> 220<br /> 221<br /> 222<br /> 223<br /> <br /> And these:<br /> <br /> 252<br /> 253<br /> 254<br /> 255<br /> 256<br /> 257<br /> 258<br /> 259<br /> 260<br /> 261<br /> 262<br /> 263<br /> 264<br /> 265<br /> 266<br /> 267<br /> <br /> Then add one of the walls from the first table to map position (2,0) and one of the ones from the second table to map position (3,0).<br /> <br /> The first table is for the light level (0-7) and the second one is for the visibility (0-15).<br /> <br /> Think of it like this:<br /> <br /> 216 - Light level 0 (Darkest)<br /> 217 - Light level 1<br /> 218 - Light level 2<br /> 219 - Light level 3<br /> 220 - Light level 4<br /> 221 - Light level 5<br /> 222 - Light level 6<br /> 223 - Light level 7 (Brightest)<br /> <br /> 252 - Visibility level 0 (Lowest Visibility)<br /> 253 - Visibility level 1<br /> 254 - Visibility level 2<br /> 255 - Visibility level 3<br /> 256 - Visibility level 4<br /> 257 - Visibility level 5<br /> 258 - Visibility level 6<br /> 259 - Visibility level 7<br /> 260 - Visibility level 8<br /> 261 - Visibility level 9<br /> 262 - Visibility level 10<br /> 263 - Visibility level 11<br /> 264 - Visibility level 12<br /> 265 - Visibility level 13<br /> 266 - Visibility level 14<br /> 267 - Visibility level 15 (Highest Visibility)<br /> <br /> Once you have all that done, add this to your [[map translator]] file:<br /> <br /> enable lightlevels;<br /> <br /> == Adding Flats ==<br /> <br /> First, you'll need the texture itself, of course. I'll be using a texture called CEMENT1 for this example.<br /> <br /> Add this to your map translator file:<br /> <br /> flats<br /> {<br /> floor<br /> {<br /> &quot;#FFFFFF&quot;, // Placeholder<br /> &quot;CEMENT1&quot; // Stone Floor<br /> }<br /> ceiling<br /> {<br /> &quot;#FFFFFF&quot;, // Placeholder<br /> &quot;CEMENT1&quot; // Stone Ceiling<br /> }<br /> }<br /> <br /> Yes, you need that placeholder.<br /> <br /> Now, go into your map and go back to '''Map&gt;Map Symbols'''. Then go to '''Plane 3 (Extra)'''.<br /> <br /> Add the index of your flat. (eg 1 would be the first texture after the placeholder)<br /> <br /> You'll probably want to go to '''Map&gt;Plane Manager''' to enable showing Plane 3.<br /> <br /> <br /> <br /> Now then, select Plane 3 as your active plane and check '''Map&gt;Low Byte Mode''' or '''Map&gt;High Byte Mode''' depending on whether it's a floor or ceiling.<br /> <br /> Place some down, save and export. You're done!<br /> <br /> Note that your textures '''must''' be inbetween F_ markers (WAD) or a flats/ folder (PK3). See [[Data_Container_Formats|this]] page for more info.</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=User:Marrub&diff=608 User:Marrub 2013-12-18T08:44:47Z <p>Marrub: </p> <hr /> <div>I make [[:Category:Guides|tutorials]]</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_With_New_Actors&diff=607 Creating Maps With New Actors 2013-12-18T08:17:10Z <p>Marrub: removed sig</p> <hr /> <div>Sometimes you might want to add new enemies or objects instead of replacing old ones in maps, this tutorial explains how to do exactly that.<br /> <br /> == Requirements ==<br /> You'll need to add a [[Editor_number|DoomEdNum/Tag ID]] for your actor first. Look for one that isn't used.<br /> <br /> (You can check the current game's [[DECORATE]] or XLAT files from ecwolf.pk3 to make sure that it isn't being used.)<br /> <br /> For this example, we'll be using this actor:<br /> actor NewSSGuy : WolfensteinSS 666 {}<br /> <br /> You will also need a [[MAPINFO]] lump to define what file your [[Map translator|map translator]] is.<br /> Write down a [[MAPINFO/Cluster_definition|cluster]], [[MAPINFO/Episode_definition|episode]], [[MAPINFO/Gameinfo_definition|gameinfo]] or [[MAPINFO/Map_definition|map]] block depending on what levels you want to affect.<br /> <br /> Again, for this example, we'll be using this:<br /> gameinfo {translator = &quot;XLAT&quot;}<br /> Replace XLAT with the name of your map translator file.<br /> <br /> Next, we'll need the map translator itself.<br /> <br /> Find an empty object number, you can, again, check ecwolf.pk3 for reference.<br /> <br /> We'll be adding object 100 here and including the base game's xlat file, since we're just adding something.<br /> include &quot;$base&quot;<br /> things<br /> {<br /> // oldnum, newnum, angles, patrol, minskill<br /> {100, 666, 4, HOLOWALL, 1}<br /> }<br /> <br /> == Mapping it out ==<br /> Here's the tricky part. Adding this stuff to your map.<br /> <br /> I've taken an empty GAMEMAPS.WL6 and renamed it to &quot;GAMEMAPS.ECW&quot; so HWE will ask us to make a new configuration.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:mapdef1.png]]<br /> |}<br /> <br /> Click Yes.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:mapdef2.png]]<br /> |}<br /> <br /> You'll see this thing. Set the settings to these and click OK.<br /> <br /> Make a basic map with a player start and all that jazz.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:mapdef3.png]]<br /> |}<br /> <br /> Go down to '''Map &gt; Map Symbols''' and then to Plane 2. Add a new map symbol and put its ID to the ID you added earlier in the map translator file.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:mapdef4.png]]<br /> |}<br /> <br /> Click OK. Then give it a name and all that. A direction isn't needed unless it's patrolling. Give it an icon, too.<br /> <br /> It'll give you a warning message, just click OK.<br /> <br /> <br /> <br /> Now, place some in your map.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:mapdef5.png]]<br /> |}<br /> <br /> And you're done. Export your map and put it in your wad/pk3.<br /> <br /> [[Category:Guides]]</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_And_Wads&diff=606 Creating Maps And Wads 2013-12-18T08:07:33Z <p>Marrub: added collapsed images</p> <hr /> <div>Want to make maps? It's pretty simple, and this tutorial will walk you through making one.<br /> <br /> == The Tools ==<br /> You'll want to download these tools for making your map and making it playable.<br /> <br /> [http://slade.mancubus.net/index.php?page=downloads Slade 3] ([[Data_Container_Formats|WAD/PK3]] Editor)<br /> <br /> [http://hwolf3d.dugtrio17.com/index.php?section=hwe HWE] (Map Editor)<br /> <br /> == Preparing Your Tools ==<br /> <br /> Now that you have your tools, it's time to prepare them. Make a new WAD archive in SLADE.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:slade1.png]]<br /> |}<br /> <br /> Good. Now make a new entry.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:slade2.png]]<br /> |}<br /> <br /> Name it MAP01 (just type MAP01 into the box that pops up)<br /> <br /> Also note that MAP01 can be whatever level you want to replace, but for the sake of convenience we'll be replacing MAP01.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:slade3.png]]<br /> |}<br /> <br /> Cool. Now save it. The file name can be whatever you want (preferably less than 8 characters)<br /> <br /> You can close SLADE now. We won't be needing it until later.<br /> <br /> <br /> <br /> Now, take your WL6 files and copy them into a new folder. You only need the GAMEMAPS.WL6 and MAPHEAD.WL6 files here.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:slade4.png]]<br /> |}<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:slade5.png]]<br /> |}<br /> <br /> Great. Now let's break out HWE. Go to '''File&gt;Open Project'''.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe1.png]]<br /> |}<br /> <br /> Open up the folder you just made.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe2.png]]<br /> |}<br /> <br /> Click OK. You should see this:<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe3.png]]<br /> |}<br /> <br /> Awesome. <br /> <br /> == Mapping It Out ==<br /> <br /> Let's make a simple map now. Go to '''Map&gt;Clear Map (Solid)''' and click OK on the warning. This will clear the map for you.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe4.png]]<br /> |}<br /> <br /> Click on the '''fill''' tool and then click on the '''grey brick 1''' brush.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe5.png]]<br /> |}<br /> <br /> Coolio. Fill the place with grey brick by clicking on the 'canvas'. Hopefully you're catching onto how this works.<br /> <br /> Try making a big square out of blue brick now. Use the rectangle tool.<br /> <br /> It should look something like this:<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe6.png]]<br /> |}<br /> <br /> Now we need to give it a floor. These are also known as &quot;'''sound sectors'''&quot;.<br /> <br /> Place a small square of 'em down.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe7.png]]<br /> |}<br /> <br /> BAM! You now have a full room!<br /> <br /> <br /> <br /> Okay, now, go to the drop-down menu here and select '''Plane 2 (Objects)'''.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe8.png]]<br /> |}<br /> <br /> Select a '''Start Position''' in any direction you want. You should also switch to the pencil tool.<br /> <br /> <br /> Place one down.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:hwe9.png]]<br /> |}<br /> <br /> Totally rad. This is where your player (BJ!) will start.<br /> <br /> You can place some extra stuff down if you want, but I'll be keeping it this way.<br /> <br /> == Exporting The Goods ==<br /> <br /> Now we'll export the map so we can use it in [[File:MiniECWolfLogoIcon.png]]. You should save the project beforehand (''CTRL-S'' )<br /> <br /> Go down to '''File&gt;Export Map'''.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:export1.png]]<br /> |}<br /> <br /> It should give you a message. Click No.<br /> <br /> <br /> <br /> Now, select &quot;WDC Map Files&quot; as the file type and name the file &quot;'''PLANES.map'''&quot;. It's important that it is named PLANES.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:export2.png]]<br /> |}<br /> <br /> Hit save.<br /> <br /> You'll then see this window:<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:export3.png]]<br /> |}<br /> <br /> Select Wolf1 Map1 and click the top arrow.<br /> <br /> Then click Export.<br /> <br /> == It Lives! ==<br /> <br /> Close HWE. We won't be needing it now.<br /> <br /> Now, open SLADE back up and open the WAD you created earlier.<br /> <br /> Also get the folder you saved your PLANES file in handy.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:itlives1.png]]<br /> |}<br /> <br /> Drag the PLANES file into the archive. Then save the WAD.<br /> <br /> <br /> <br /> You're done! Drag the WAD onto ECWolf's executable, launch episode 1, and you should be in your first map!<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:itlives2.png]]<br /> |}<br /> <br /> [[Category:Guides]]</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe4.png&diff=605 File:Hwe4.png 2013-12-18T08:02:15Z <p>Marrub: Marrub uploaded a new version of &amp;quot;File:Hwe4.png&amp;quot;: Cropped for space saving purposes</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_And_Wads&diff=604 Creating Maps And Wads 2013-12-18T07:58:37Z <p>Marrub: Created page with &quot;Want to make maps? It's pretty simple, and this tutorial will walk you through making one. == The Tools == You'll want to download these tools for making your map and making ...&quot;</p> <hr /> <div>Want to make maps? It's pretty simple, and this tutorial will walk you through making one.<br /> <br /> == The Tools ==<br /> You'll want to download these tools for making your map and making it playable.<br /> <br /> [http://slade.mancubus.net/index.php?page=downloads Slade 3] ([[Data_Container_Formats|WAD/PK3]] Editor)<br /> <br /> [http://hwolf3d.dugtrio17.com/index.php?section=hwe HWE] (Map Editor)<br /> <br /> == Preparing Your Tools ==<br /> <br /> Now that you have your tools, it's time to prepare them. Make a new WAD archive in SLADE.<br /> <br /> [[File:slade1.png]]<br /> <br /> Good. Now make a new entry.<br /> <br /> [[File:slade2.png]]<br /> <br /> Name it MAP01 (just type MAP01 into the box that pops up)<br /> <br /> Also note that MAP01 can be whatever level you want to replace, but for the sake of convenience we'll be replacing MAP01.<br /> <br /> [[File:slade3.png]]<br /> <br /> Cool. Now save it. The file name can be whatever you want (preferably less than 8 characters)<br /> <br /> You can close SLADE now. We won't be needing it until later.<br /> <br /> <br /> <br /> Now, take your WL6 files and copy them into a new folder. You only need the GAMEMAPS.WL6 and MAPHEAD.WL6 files here.<br /> <br /> [[File:slade4.png]]<br /> <br /> [[File:slade5.png]]<br /> <br /> Great. Now let's break out HWE. Go to '''File&gt;Open Project'''.<br /> <br /> [[File:hwe1.png]]<br /> <br /> Open up the folder you just made.<br /> <br /> [[File:hwe2.png]]<br /> <br /> Click OK. You should see this:<br /> <br /> [[File:hwe3.png]]<br /> <br /> Awesome. <br /> <br /> == Mapping It Out ==<br /> <br /> Let's make a simple map now. Go to '''Map&gt;Clear Map (Solid)''' and click OK on the warning. This will clear the map for you.<br /> <br /> [[File:hwe4.png]]<br /> <br /> Click on the '''fill''' tool and then click on the '''grey brick 1''' brush.<br /> <br /> [[File:hwe5.png]]<br /> <br /> Coolio. Fill the place with grey brick by clicking on the 'canvas'. Hopefully you're catching onto how this works.<br /> <br /> Try making a big square out of blue brick now. Use the rectangle tool.<br /> <br /> It should look something like this:<br /> <br /> [[File:hwe6.png]]<br /> <br /> Now we need to give it a floor. These are also known as &quot;'''sound sectors'''&quot;.<br /> <br /> Place a small square of 'em down.<br /> <br /> [[File:hwe7.png]]<br /> <br /> BAM! You now have a full room!<br /> <br /> <br /> <br /> Okay, now, go to the drop-down menu here and select '''Plane 2 (Objects)'''.<br /> <br /> [[File:hwe8.png]]<br /> <br /> Select a '''Start Position''' in any direction you want. You should also switch to the pencil tool.<br /> <br /> <br /> Place one down.<br /> <br /> [[File:hwe9.png]]<br /> <br /> Totally rad. This is where your player (BJ!) will start.<br /> <br /> You can place some extra stuff down if you want, but I'll be keeping it this way.<br /> <br /> == Exporting The Goods ==<br /> <br /> Now we'll export the map so we can use it in [[File:MiniECWolfLogoIcon.png]]. You should save the project beforehand (''CTRL-S'' )<br /> <br /> Go down to '''File&gt;Export Map'''.<br /> <br /> [[File:export1.png]]<br /> <br /> It should give you a message. Click No.<br /> <br /> <br /> <br /> Now, select &quot;WDC Map Files&quot; as the file type and name the file &quot;'''PLANES.map'''&quot;. It's important that it is named PLANES.<br /> <br /> [[File:export2.png]]<br /> <br /> Hit save.<br /> <br /> You'll then see this window:<br /> <br /> [[File:export3.png]]<br /> <br /> Select Wolf1 Map1 and click the top arrow.<br /> <br /> Then click Export.<br /> <br /> == It Lives! ==<br /> <br /> Close HWE. We won't be needing it now.<br /> <br /> Now, open SLADE back up and open the WAD you created earlier.<br /> <br /> Also get the folder you saved your PLANES file in handy.<br /> <br /> [[File:itlives1.png]]<br /> <br /> Drag the PLANES file into the archive. Then save the WAD.<br /> <br /> <br /> <br /> You're done! Drag the WAD onto ECWolf's executable, launch episode 1, and you should be in your first map!<br /> <br /> [[file:itlives2.png]]<br /> <br /> [[Category:Guides]]</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Slade5.png&diff=603 File:Slade5.png 2013-12-18T07:58:07Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Slade4.png&diff=602 File:Slade4.png 2013-12-18T07:57:58Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Slade3.png&diff=601 File:Slade3.png 2013-12-18T07:57:51Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Slade2.png&diff=600 File:Slade2.png 2013-12-18T07:57:42Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Slade1.png&diff=599 File:Slade1.png 2013-12-18T07:57:35Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Itlives2.png&diff=598 File:Itlives2.png 2013-12-18T07:57:26Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Itlives1.png&diff=597 File:Itlives1.png 2013-12-18T07:57:13Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe9.png&diff=596 File:Hwe9.png 2013-12-18T07:57:06Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe8.png&diff=595 File:Hwe8.png 2013-12-18T07:56:57Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe7.png&diff=594 File:Hwe7.png 2013-12-18T07:56:37Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe6.png&diff=593 File:Hwe6.png 2013-12-18T07:56:28Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe5.png&diff=592 File:Hwe5.png 2013-12-18T07:56:20Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe4.png&diff=591 File:Hwe4.png 2013-12-18T07:56:10Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe3.png&diff=590 File:Hwe3.png 2013-12-18T07:56:01Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe2.png&diff=589 File:Hwe2.png 2013-12-18T07:55:52Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Hwe1.png&diff=588 File:Hwe1.png 2013-12-18T07:55:44Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Export3.png&diff=587 File:Export3.png 2013-12-18T07:55:35Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Export2.png&diff=586 File:Export2.png 2013-12-18T07:55:27Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Export1.png&diff=585 File:Export1.png 2013-12-18T07:55:19Z <p>Marrub: For the Creating Maps And Wads tutorial</p> <hr /> <div>For the Creating Maps And Wads tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=Main_Page&diff=584 Main Page 2013-12-17T12:42:10Z <p>Marrub: added link to modding guides page</p> <hr /> <div>{|style=&quot;width: 100%&quot;<br /> |style=&quot;width: 50%;vertical-align: top&quot;|<br /> === General Information ===<br /> * [[Using this Wiki]]<br /> * [[Game data]]<br /> * [[Version compatibility]]<br /> * [[Version history]]<br /> * [[Debug mode]]<br /> <br /> === Modding ECWolf ===<br /> * [[Editing tools]]<br /> * [[Data Container Formats]]<br /> * [[Special Lumps]]<br /> * [[:Category:Guides|Modding Guides]]<br /> |style=&quot;vertical-align: top&quot;|<br /> === ECWolf Development ===<br /> * [[Source code]]<br /> * [[Compile ECWolf on Linux]]<br /> * [[Compile ECWolf on Mac OS X]]<br /> * [[Compile ECWolf on Windows]]<br /> |}<br /> &lt;br /&gt;<br /> &lt;center&gt;This wiki doesn't allow registration due to the inability to handle spam. You can [http://maniacsvault.net/contact email Blzut3] for an account.&lt;/center&gt;</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_With_New_Actors&diff=583 Creating Maps With New Actors 2013-12-17T12:27:51Z <p>Marrub: I think this might add it to this category</p> <hr /> <div>Sometimes you might want to add new enemies or objects instead of replacing old ones in maps, this tutorial explains how to do exactly that.<br /> <br /> == Requirements ==<br /> You'll need to add a [[Editor_number|DoomEdNum/Tag ID]] for your actor first. Look for one that isn't used.<br /> <br /> (You can check the current game's [[DECORATE]] or XLAT files from ecwolf.pk3 to make sure that it isn't being used.)<br /> <br /> For this example, we'll be using this actor:<br /> actor NewSSGuy : WolfensteinSS 666 {}<br /> <br /> You will also need a [[MAPINFO]] lump to define what file your [[Map translator|map translator]] is.<br /> Write down a [[MAPINFO/Cluster_definition|cluster]], [[MAPINFO/Episode_definition|episode]], [[MAPINFO/Gameinfo_definition|gameinfo]] or [[MAPINFO/Map_definition|map]] block depending on what levels you want to affect.<br /> <br /> Again, for this example, we'll be using this:<br /> gameinfo {translator = &quot;XLAT&quot;}<br /> Replace XLAT with the name of your map translator file.<br /> <br /> Next, we'll need the map translator itself.<br /> <br /> Find an empty object number, you can, again, check ecwolf.pk3 for reference.<br /> <br /> We'll be adding object 100 here and including the base game's xlat file, since we're just adding something.<br /> include &quot;$base&quot;<br /> things<br /> {<br /> // oldnum, newnum, angles, patrol, minskill<br /> {100, 666, 4, HOLOWALL, 1}<br /> }<br /> <br /> == Mapping it out ==<br /> Here's the tricky part. Adding this stuff to your map.<br /> <br /> I've taken an empty GAMEMAPS.WL6 and renamed it to &quot;GAMEMAPS.ECW&quot; so HWE will ask us to make a new configuration.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:mapdef1.png]]<br /> |}<br /> <br /> Click Yes.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:mapdef2.png]]<br /> |}<br /> <br /> You'll see this thing. Set the settings to these and click OK.<br /> <br /> Make a basic map with a player start and all that jazz.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:mapdef3.png]]<br /> |}<br /> <br /> Go down to '''Map &gt; Map Symbols''' and then to Plane 2. Add a new map symbol and put its ID to the ID you added earlier in the map translator file.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:mapdef4.png]]<br /> |}<br /> <br /> Click OK. Then give it a name and all that. A direction isn't needed unless it's patrolling. Give it an icon, too.<br /> <br /> It'll give you a warning message, just click OK.<br /> <br /> <br /> <br /> Now, place some in your map.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:mapdef5.png]]<br /> |}<br /> <br /> And you're done. Export your map and put it in your wad/pk3.<br /> <br /> ----<br /> I hope this tutorial helps at least someone! --[[User:Marrub|Marrub]] ([[User talk:Marrub|talk]]) 12:27, 17 December 2013 (UTC)<br /> <br /> [[Category:Guides]]</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=Category:Guides&diff=582 Category:Guides 2013-12-17T12:25:52Z <p>Marrub: Created page with &quot;Guides for modding and using ECWolf.&quot;</p> <hr /> <div>Guides for modding and using ECWolf.</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=User:Marrub&diff=581 User:Marrub 2013-12-17T12:18:31Z <p>Marrub: Created page with &quot;I made tutorial&quot;</p> <hr /> <div>I made [[Creating_Maps_With_New_Actors|tutorial]]</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_With_New_Actors&diff=580 Creating Maps With New Actors 2013-12-17T12:07:41Z <p>Marrub: collapsed images</p> <hr /> <div>Sometimes you might want to add new enemies or objects instead of replacing old ones in maps, this tutorial explains how to do exactly that.<br /> <br /> == Requirements ==<br /> You'll need to add a [[Editor_number|DoomEdNum/Tag ID]] for your actor first. Look for one that isn't used.<br /> <br /> (You can check the current game's [[DECORATE]] or XLAT files from ecwolf.pk3 to make sure that it isn't being used.)<br /> <br /> For this example, we'll be using this actor:<br /> actor NewSSGuy : WolfensteinSS 666 {}<br /> <br /> You will also need a [[MAPINFO]] lump to define what file your [[Map translator|map translator]] is.<br /> Write down a [[MAPINFO/Cluster_definition|cluster]], [[MAPINFO/Episode_definition|episode]], [[MAPINFO/Gameinfo_definition|gameinfo]] or [[MAPINFO/Map_definition|map]] block depending on what levels you want to affect.<br /> <br /> Again, for this example, we'll be using this:<br /> gameinfo {translator = &quot;XLAT&quot;}<br /> Replace XLAT with the name of your map translator file.<br /> <br /> Next, we'll need the map translator itself.<br /> <br /> Find an empty object number, you can, again, check ecwolf.pk3 for reference.<br /> <br /> We'll be adding object 100 here and including the base game's xlat file, since we're just adding something.<br /> include &quot;$base&quot;<br /> things<br /> {<br /> // oldnum, newnum, angles, patrol, minskill<br /> {100, 666, 4, HOLOWALL, 1}<br /> }<br /> <br /> == Mapping it out ==<br /> Here's the tricky part. Adding this stuff to your map.<br /> <br /> I've taken an empty GAMEMAPS.WL6 and renamed it to &quot;GAMEMAPS.ECW&quot; so HWE will ask us to make a new configuration.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:mapdef1.png]]<br /> |}<br /> <br /> Click Yes.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:mapdef2.png]]<br /> |}<br /> <br /> You'll see this thing. Set the settings to these and click OK.<br /> <br /> Make a basic map with a player start and all that jazz.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:mapdef3.png]]<br /> |}<br /> <br /> Go down to '''Map &gt; Map Symbols''' and then to Plane 2. Add a new map symbol and put its ID to the ID you added earlier in the map translator file.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:mapdef4.png]]<br /> |}<br /> <br /> Click OK. Then give it a name and all that. A direction isn't needed unless it's patrolling. Give it an icon, too.<br /> <br /> It'll give you a warning message, just click OK.<br /> <br /> <br /> <br /> Now, place some in your map.<br /> <br /> {| class=&quot;mw-collapsible mw-collapsed&quot;<br /> ! Image<br /> |-<br /> |[[File:mapdef5.png]]<br /> |}<br /> <br /> And you're done. Export your map and put it in your wad/pk3.<br /> <br /> ----<br /> I hope this tutorial helps at least someone! --[[User:Marrub|Marrub]] ([[User talk:Marrub|talk]]) 12:01, 17 December 2013 (UTC)</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=Creating_Maps_With_New_Actors&diff=579 Creating Maps With New Actors 2013-12-17T12:01:40Z <p>Marrub: Created page with &quot;Sometimes you might want to add new enemies or objects instead of replacing old ones in maps, this tutorial explains how to do exactly that. == Requirements == You'll need to...&quot;</p> <hr /> <div>Sometimes you might want to add new enemies or objects instead of replacing old ones in maps, this tutorial explains how to do exactly that.<br /> <br /> == Requirements ==<br /> You'll need to add a [[Editor_number|DoomEdNum/Tag ID]] for your actor first. Look for one that isn't used.<br /> <br /> (You can check the current game's [[DECORATE]] or XLAT files from ecwolf.pk3 to make sure that it isn't being used.)<br /> <br /> For this example, we'll be using this actor:<br /> actor NewSSGuy : WolfensteinSS 666 {}<br /> <br /> You will also need a [[MAPINFO]] lump to define what file your [[Map translator|map translator]] is.<br /> Write down a [[MAPINFO/Cluster_definition|cluster]], [[MAPINFO/Episode_definition|episode]], [[MAPINFO/Gameinfo_definition|gameinfo]] or [[MAPINFO/Map_definition|map]] block depending on what levels you want to affect.<br /> <br /> Again, for this example, we'll be using this:<br /> gameinfo {translator = &quot;XLAT&quot;}<br /> Replace XLAT with the name of your map translator file.<br /> <br /> Next, we'll need the map translator itself.<br /> <br /> Find an empty object number, you can, again, check ecwolf.pk3 for reference.<br /> <br /> We'll be adding object 100 here and including the base game's xlat file, since we're just adding something.<br /> include &quot;$base&quot;<br /> things<br /> {<br /> // oldnum, newnum, angles, patrol, minskill<br /> {100, 666, 4, HOLOWALL, 1}<br /> }<br /> <br /> == Mapping it out ==<br /> Here's the tricky part. Adding this stuff to your map.<br /> <br /> I've taken an empty GAMEMAPS.WL6 and renamed it to &quot;GAMEMAPS.ECW&quot; so HWE will ask us to make a new configuration.<br /> <br /> [[File:mapdef1.png]]<br /> <br /> Click Yes.<br /> <br /> [[File:mapdef2.png]]<br /> <br /> You'll see this thing. Set the settings to these and click OK.<br /> <br /> Make a basic map with a player start and all that jazz.<br /> <br /> [[File:mapdef3.png]]<br /> <br /> Go down to '''Map &gt; Map Symbols''' and then to Plane 2. Add a new map symbol and put its ID to the ID you added earlier in the map translator file.<br /> <br /> [[File:mapdef4.png]]<br /> <br /> Click OK. Then give it a name and all that. A direction isn't needed unless it's patrolling. Give it an icon, too.<br /> <br /> It'll give you a warning message, just click OK.<br /> <br /> <br /> <br /> Now, place some in your map.<br /> <br /> [[File:mapdef5.png]]<br /> <br /> And you're done. Export your map and put it in your wad/pk3.<br /> <br /> ----<br /> I hope this tutorial helps at least someone! --[[User:Marrub|Marrub]] ([[User talk:Marrub|talk]]) 12:01, 17 December 2013 (UTC)</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Mapdef5.png&diff=578 File:Mapdef5.png 2013-12-17T12:00:58Z <p>Marrub: For the Creating Maps With New Actors tutorial</p> <hr /> <div>For the Creating Maps With New Actors tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Mapdef4.png&diff=577 File:Mapdef4.png 2013-12-17T12:00:47Z <p>Marrub: For the Creating Maps With New Actors tutorial</p> <hr /> <div>For the Creating Maps With New Actors tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Mapdef3.png&diff=576 File:Mapdef3.png 2013-12-17T12:00:35Z <p>Marrub: For the Creating Maps With New Actors tutorial</p> <hr /> <div>For the Creating Maps With New Actors tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Mapdef2.png&diff=575 File:Mapdef2.png 2013-12-17T12:00:28Z <p>Marrub: For the Creating Maps With New Actors tutorial</p> <hr /> <div>For the Creating Maps With New Actors tutorial</div> Marrub http://maniacsvault.net/ecwolf/w/index.php?title=File:Mapdef1.png&diff=574 File:Mapdef1.png 2013-12-17T12:00:18Z <p>Marrub: For the Creating Maps With New Actors tutorial</p> <hr /> <div>For the Creating Maps With New Actors tutorial</div> Marrub