There's a lot to learn, and, if you try to do too much at once, it can be easy to become frustrated. I suggest moving slowly, and learning as you go. And, after you master that, you can start to research how to build and add things like models. Once you start to get good at making maps, you can start to pursue some more advanced topics, like replacing textures, sounds, music, etc. You must learn to walk before you can run. Start out making some very small maps, using stock resources. I am not trying to discourage you, but it sounds like you don't have much experience. In one paragraph, you've asked for lessons for how to do something that could take many months to learn and become proficient, and could take many more months to actually produce your final product. I want to create multiple levels with the level editor gzdoom builder for my shooter just by replacing textures and sprites sounds with music and have this shooter run as a standalone game through the free doom port I just want to create a 3D shooter with my 3D models of monsters,weapons,scenery using the level editor gzdoom builder is very convenient judging by the lessons on youtube. Someone tell me please what port Doom to take to create a 3D shooter (3D enemies and weapons, etc.) and examples and lessons how to do it ? Just stick to 2D or use another engine specifically designed for 3D. There are simply too many annoying limitations and after awhile you WILL start getting tired/annoyed by them. My advice is this: Don't bother with 3D in Doom. I wasn't planning on using any original Doom content anyway so it made no real difference anyway other than people not being able to create custom levels for it with Doom Builder, but let's be honest only tiny handful of people would probably have done so anyway so who even cares. This is why I decided to dump Gzdoom for my game in favor of just simply using another engine. Simply put, while Gzdoom CAN do 3D, it doesn't do it very well. 3D models have no physics/ragdoll which can make for some weird situations in-game. Because 3D support is "faked" you have to make fake sprites for all your model frames. Dynamic lights don't appear to actually work correctly for some reason, as they will sometimes make it through walls and into other nearby areas. Only MD3 models can be used for animation which forces you to mess around with annoying converters and third party tools rather than being able to simply animate conventionally in your own 3D package of choice. Frame indexes can quickly turn into a complicated piece of nightmare because of how many frames are needed for smooth animation. The biggest problem with 3D in Doom (and the reason I sort of lost interest in my 3D mod) is that there are simply too many annoying limitations. The DCWL at the bottom of my image below is literally just 1 sprite and I kept using it to fill in the name field. Note 2 - You don't need to actually draw out a bunch of frames to fill in the gap, provided you simply have 1 sprite, you can keep using it. md3, you use FRAMEINDEX (aka frames of animation) POSS (Poss is the texture of the animation (POSS being the regular former human)) A/B/C/Whateves is the letter of animation (likw how for example a gun is like SCHG A 5) and the two numbers on the end define the model index number (so match it with the innitial number at the top and the final number is the frame from said model file. Typing in another set of info with 1 allows you to define 2 models into one field, however BOTH models WILL be attached together so be careful! You MUST NOT do this for two different enemies!įor. Note 1 - the "0" after the MODEL and SKIN definitions are simply the model's index number. (Usually I keep all 3 at the same value so it's just a simple size increase but if you want it stretched in any way, you warp it to your needs). PATH is the name of the folder, MODEL is the model's name (EXACT NAME NEEDED OR IT WONT RENDER), SKIN is the name of the Model's texture (AGAIN, NAME NEEDED EXACTLY) and the Scale is just to scale it. Inside them define your PATH, MODEL, SKIN and SCALE definitions. This just tells the game "HEY I'M A MODEL!!!" After that, add a name! So how do you attach the model? That's where the next text file comes in, MODELDEF.txtįirstly open it up with a MODEL definition. md3 and your "skin" image for said model into the models folder. For the DECORATE.txt file, fill it in like how you would normally add a monster to DooM.
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