Difference between revisions of "Creating Maps With New Actors"

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(Created page with "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...")
 
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I've taken an empty GAMEMAPS.WL6 and renamed it to "GAMEMAPS.ECW" so HWE will ask us to make a new configuration.
 
I've taken an empty GAMEMAPS.WL6 and renamed it to "GAMEMAPS.ECW" so HWE will ask us to make a new configuration.
  
[[File:mapdef1.png]]
+
{| class="mw-collapsible mw-collapsed"
 +
! Image
 +
|-
 +
|[[File:mapdef1.png]]
 +
|}
  
 
Click Yes.
 
Click Yes.
  
[[File:mapdef2.png]]
+
{| class="mw-collapsible mw-collapsed"
 +
! Image
 +
|-
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|[[File:mapdef2.png]]
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|}
  
 
You'll see this thing. Set the settings to these and click OK.
 
You'll see this thing. Set the settings to these and click OK.
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Make a basic map with a player start and all that jazz.
 
Make a basic map with a player start and all that jazz.
  
[[File:mapdef3.png]]
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{| class="mw-collapsible mw-collapsed"
 +
! Image
 +
|-
 +
|[[File:mapdef3.png]]
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|}
  
 
Go down to '''Map > 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.
 
Go down to '''Map > 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.
  
[[File:mapdef4.png]]
+
{| class="mw-collapsible mw-collapsed"
 +
! Image
 +
|-
 +
|[[File:mapdef4.png]]
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|}
  
 
Click OK. Then give it a name and all that. A direction isn't needed unless it's patrolling. Give it an icon, too.
 
Click OK. Then give it a name and all that. A direction isn't needed unless it's patrolling. Give it an icon, too.
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Now, place some in your map.
 
Now, place some in your map.
  
[[File:mapdef5.png]]
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{| class="mw-collapsible mw-collapsed"
 +
! Image
 +
|-
 +
|[[File:mapdef5.png]]
 +
|}
  
 
And you're done. Export your map and put it in your wad/pk3.
 
And you're done. Export your map and put it in your wad/pk3.

Revision as of 12:07, 17 December 2013

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 add a DoomEdNum/Tag ID for your actor first. Look for one that isn't used.

(You can check the current game's DECORATE or XLAT files from ecwolf.pk3 to make sure that it isn't being used.)

For this example, we'll be using this actor:

actor NewSSGuy : WolfensteinSS 666 {}

You will also need a MAPINFO lump to define what file your map translator is. Write down a cluster, episode, gameinfo or map block depending on what levels you want to affect.

Again, for this example, we'll be using this:

gameinfo {translator = "XLAT"}

Replace XLAT with the name of your map translator file.

Next, we'll need the map translator itself.

Find an empty object number, you can, again, check ecwolf.pk3 for reference.

We'll be adding object 100 here and including the base game's xlat file, since we're just adding something.

include "$base"
things
{
	// oldnum, newnum, angles, patrol, minskill
	{100, 666, 4, HOLOWALL, 1}
}

Mapping it out

Here's the tricky part. Adding this stuff to your map.

I've taken an empty GAMEMAPS.WL6 and renamed it to "GAMEMAPS.ECW" so HWE will ask us to make a new configuration.

Image
Mapdef1.png

Click Yes.

Image
Mapdef2.png

You'll see this thing. Set the settings to these and click OK.

Make a basic map with a player start and all that jazz.

Image
Mapdef3.png

Go down to Map > 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.

Image
Mapdef4.png

Click OK. Then give it a name and all that. A direction isn't needed unless it's patrolling. Give it an icon, too.

It'll give you a warning message, just click OK.


Now, place some in your map.

Image
Mapdef5.png

And you're done. Export your map and put it in your wad/pk3.


I hope this tutorial helps at least someone! --Marrub (talk) 12:01, 17 December 2013 (UTC)