(ZDoom) 3D Floors Tutorial

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  • Опубліковано 4 лип 2011
  • This long-awaited tutorial shows how to create "3D floors" in ZDoom. Present in GZDoom and Skulltag for a while now, this feature is finally available in ZDoom and allows you to create true room-over-room structures and more. You can stack as many 3D floors as you'd like, and once you begin working with them more, you'll realize that the only limit is your imagination!
    ZDOOM REVISIONS (Just download the latest):
    svn.drdteam.org/zdoom/
    GZDOOM BUILDER REVISIONS (Just download the latest):
    devbuilds.drdteam.org/doombuil...
    SAMPLE MAP:
    www.mediafire.com/?0m44s9qihjs...
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КОМЕНТАРІ • 498

  • @DavidXNewton
    @DavidXNewton 8 років тому +45

    Thanks for these tutorials, they're easy to follow and really show off the features of ZDoom - I'm amazed at what's possible in ZDoom now, rememebering 1995 when we had to use DoomEd and do spatial mathematics in our heads to work out what a room would look like with all the floor and ceiling heights :)

  • @404waffles
    @404waffles 9 років тому +64

    You sound like Mr. Mackey from South Park.

  • @Chubzdoomer
    @Chubzdoomer  11 років тому +14

    What I would actually recommend doing is going to the website with the revisions, clicking "GZDoomBuilder" in the lower-left, and downloading one of the GZDoom Builder revisions. GZDoom Builder is essentially Doom Builder 2 with all kinds of fancy GZDoom features such as a GZDoom Visual Mode that allows you to see 3D floors, dynamic lights, colored sectors, and more! You should also consider using GZDoom rather than ZDoom if you aren't already, because it's better in virtually every way.

    • @idogaming3532
      @idogaming3532 Рік тому

      Ultimate Doom Builder exists now. Please edit your comment to reflect that. Yes ik this comment is from 9y ago.

  • @jaygorazox1472
    @jaygorazox1472 6 місяців тому

    Years later and still the best tutorial around, thank you!

  • @JcDizon
    @JcDizon 5 років тому +3

    Wow, thanks for the tutorial. For over 10 years, I have been putting a bridge thing and one of the step textures to create a bridge but they don't look like a real bridge people can walk over but this feature is gonna change everything in my maps.

  • @goldensox
    @goldensox 6 років тому

    This is one of the best tutorials I've ever seen for anything doom! Congratulations man if all tutorials were as good as this one many more people would be enjoying building their own doom levels!

  • @FightingIrishFan11
    @FightingIrishFan11 11 років тому

    Excellent tutorial. Things have changed quite a lot from when I first started mapping back in the late 90s. I've decided to get back into it after a lengthy hiatus. I love the 3D floors and slopes. There's so much more you can do now. Thanks for all of your tutorials. I've got a lot of catching up to do.

  • @ZetaPrime77
    @ZetaPrime77 Рік тому

    I just go my wisdom teeth taken out and all these tutorials have made the recovery process go a lot smoother

  • @TontonMayonnaise
    @TontonMayonnaise 8 років тому +1

    Hey mate ! I know this tutorial is 5 years old ... But it helps me a lot ! I'm learning slade 3 and GZbuilder to create a total conversion of Doom. And such tutos add a lot of interest on a map. Thanks again !

  • @KomradeMooseknuckle
    @KomradeMooseknuckle 12 років тому

    I think this is one of the coolest Doom Builder videos I've seen. I had no clue the engine was capable of so much.

  • @j0ltgaming
    @j0ltgaming 3 роки тому +4

    Your explanations are super easy to follow, thank you for making these!

  • @Will-sq2ls
    @Will-sq2ls 11 років тому

    Came here researching 3d floors. Was pleasantly surprised to hear a voice that clearly knows a thing or two about DooM editing that also has a southern accent. Dirty souf y'all. :D

  • @koopanique
    @koopanique 10 років тому

    I never thought it was this easy. For all these years I have made bridges because I was too frightened by 3d floor. I'm so unsmart
    Fortunately you made this video. I am thankful to you

  • @Vynzent
    @Vynzent 12 років тому

    I constantly come and re-watch this, it's just do damn helpful. Thanks much for making this.

  • @datanon3059
    @datanon3059 11 років тому

    Mind blowingly simple when it's explained properly. Thank you.

  • @_519_
    @_519_ 10 років тому

    Think I got it..Thanks a lot for these tutorials. I have never created a doom wad in my life and you are helping a ton

  • @Chubzdoomer
    @Chubzdoomer  11 років тому +1

    Yes. Assign a line a "Door Generic" action, then use the "Lock" property to specify which key(s) is required.

  • @Chubzdoomer
    @Chubzdoomer  12 років тому

    Oh, I see. That is actually best done with 3D floors. There is a very useful feature in which you can specify 3D floors to be "swimmable" rather than solid. After that, of course, it's just a matter of positioning the swimmable 3D floors (and non-swimmable, solid ones) in the right places to create whatever you want. Heck, with that method you can even create pools/oceans in mid air!

  • @silentzorah
    @silentzorah 12 років тому +1

    Looks simple as hell, like false sector heights (deep water). I'm gonna have to give this a try.

  • @Chubzdoomer
    @Chubzdoomer  11 років тому

    I'm the man now, dog! In all seriousness though, glad to hear it helped. Once you learn how to use both 3D floors and slopes, it's crazy what you can pull off. You can even make a 3D floor "swimmable" and essentially have mid-air swimming pools, underwater swimming pools (enclosed within other, solid 3D floors) and more!

    • @johneygd
      @johneygd 3 роки тому

      Now just imagine supermario 64 crossed with a zdoom engine😁😁

  • @corny3072
    @corny3072 13 років тому

    Omg you can do so much stuff in doom with the simplicity of the 3d floors! You can make benches and put little supports under them or you could make statues! It could be totally possible to make a half-life type doom map! Wow. Amazing.

  • @KokoRicky
    @KokoRicky 12 років тому

    Chubz, thanks so damned much. I just got into editing and am very interested in GZDoom editing. Now I feel confident enough to map for it! Thanks!

  • @Pur3knight56
    @Pur3knight56 13 років тому

    Thank you Chubz! You're very right when you say the only limit now is our imagination... Thanks again for all your great tutorials! :)

  • @Chubzdoomer
    @Chubzdoomer  11 років тому +1

    As for polyobjects: I've gotten several requests for a tutorial on those over the past few weeks, so I would like to do a tutorial on them as soon as possible. If I get time this weekend, I'll see if I can produce one.

  • @Necrodogged
    @Necrodogged 5 років тому

    Concise, to-the-point, and informative. Good tutorial :>

  • @Chubzdoomer
    @Chubzdoomer  13 років тому +1

    @MrThembones Make sure that after you've replaced your original DB2 files with those of the latest revision, you visit the "PLUGINS" folder in your Doom Builder 2 directory and read the "GZDoomEditing" text file that is included. If you don't follow those instructions to the tee, your Visual Mode will still be the classic one.

  • @Chubzdoomer
    @Chubzdoomer  12 років тому

    The Readme file is in the Doom Builder 2 revision version's Plugins folder. Look in the directory where it's installed and you should see it.

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @RomanceOfHelenTrent There's actually a menu of line actions that you can go to and browse for what you'd like. That's more efficient because the action numbers DO tend to change from one configuration to the next. If you want a basic door, for example, you would use the "Door Generic" action under the "Door" section in the list of line actions. When you right-click the line to assign it an action, click the button that brings up the list and browse through it for what you'd like.

  • @TheBillzar820
    @TheBillzar820 13 років тому

    Thanks for the tutorial chubz, ive started making a deathmatch wad (currently testing with some friends) and im finding that most of the work has really paid off some even wanted to know how to do it! :)
    Again thanks for the heads up on this tutorial chubz

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @corny3072 Yeah, exactly! You can actually make tables, too, with legs and space underneath rather than blocks coming out of the ground. The possibilities are pretty amazing.

  • @Chubzdoomer
    @Chubzdoomer  12 років тому

    I didn't create Doom Builder, just the tutorials, but I appreciate it!

  • @Chubzdoomer
    @Chubzdoomer  12 років тому

    No problem. Once you learn how to use some of the advanced features like this, then how to script, the sky's the limit. It's pretty insane just what you can do with it!

  • @Chubzdoomer
    @Chubzdoomer  11 років тому

    No prob! Although this is a bit late, you should also consider checking out GZDoom Builder. It's a version of Doom Builder that specifically supports GZDoom features like dynamic lights, 3D models, of course slopes and 3D floors, and more. I've been using it over these past few weeks and haven't considered returning to Doom Builder even once. It's absolutely amazing, although you need to create maps in UDMF format (which is better than Hexen format) to get the most out of it.

  • @SuperLeosid
    @SuperLeosid 8 років тому

    Thanks a lot buddy! This is one hell of a thing which always troubled me. But now that it's solved, I'm currently making a megawad and will soon publish it. :D

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @TheDooganator667 The best way to accomplish this is to create a script that tells a 3D floor (that is shaped like a door and has a door texture) to raise until it is high enough to look like a door that has opened, then after a short delay, lowers back down to the floor to its original position. You can even play a door sound at that position, too, so that it seems even more like a door. It's a wild way to do it, but with 3D floors you can't create doors like you normally would.

  • @Chubzdoomer
    @Chubzdoomer  12 років тому

    Try grabbing one of the latest GZDoom revisions from the video description and testing it with that. As long as you follow the steps in the video, it should work just fine.

  • @Chubzdoomer
    @Chubzdoomer  12 років тому

    @MrSunrise2010 The only way to change the name of the map is to download a WAD editor like XWE or Slade, then import a "MAPINFO" lump file containing the information for your custom map(s) including the name, par time, and so forth. This is one of the next tutorials I plan on doing when I get around to it because it revolves around programs other than Doom Builder.

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @Conker10382 LOL! Hey man, it's no problem. It was just as exciting for me to learn this for the first time, too, and I just love showing others how to do this cool stuff!

  • @Chubzdoomer
    @Chubzdoomer  12 років тому

    Make sure that after you've replaced your original DB2 files with those of the latest revision, you visit the "PLUGINS" folder in your Doom Builder 2 directory and read the "GZDoomEditing" text file that is included. If you don't follow those instructions to the tee, your Visual Mode will still be the classic one -- aka the one that doesn't show 3D floors and such.

  • @Chubzdoomer
    @Chubzdoomer  11 років тому

    (Just in case you haven't already done this.)
    Make sure that after you've replaced your original DB2 files with those of the latest revision, you visit the "PLUGINS" folder in your Doom Builder 2 directory and read the "GZDoomEditing" text file that is included. If you don't follow those instructions to the tee, your Visual Mode will still be the classic one -- aka the one that doesn't show 3D floors and such.

  • @tonywtyt
    @tonywtyt Рік тому

    Back in the day these kinds of sectors were a "no-no" and depressing, because multiple stories are cool : ) But, I think the Build Engine for Duke Nukem (with Mapster) would allow it, so this was something that tugged me in the direction of modding for Duke Nukem with Mapster. I said it once, and I'll say it again... You such a great job!

  • @Zettha
    @Zettha 8 років тому

    Amzing tutorial! Thank you

  • @arthercasillas2755
    @arthercasillas2755 10 років тому +3

    When you cant see the floor of your sector like chubz you have to reach outside for the triangle and raise the floor just a bit this will reflect on the tagged sector.

  • @nukima11
    @nukima11 26 днів тому

    Thank you. I can make some really complex maps with this technique.

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @Shadowtechnique You're exactly right, because I suffered from this problem, too! Apparently the r1429 version only does proper alignment if you use UDMF rather than Hexen format. I'm using r1416 myself!

  • @Chubzdoomer
    @Chubzdoomer  10 років тому

    In Hexen format, all you have to do is give a line the Translucent Line action (208) and specify the Transparency Amount, which ranges from 0 to 255 (transparent to opaque).
    The downside to this is that unlike in UDMF format, it takes up the line's action slot meaning it can't be used for anything else. You can get around that via scripting or using the Set Line ID field and having one line set another's translucency, but overall it's just much clunkier than in UDMF format.

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @jr2nd Make sure you go to your "Plugins" folder in the Doom Builder 2 directory and follow the instructions in the "GZDoomEditing" text file.

  • @Chubzdoomer
    @Chubzdoomer  11 років тому

    The best way to do deep water under a 3D floor is to have a 3D floor under a 3D floor. That probably doesn't make sense at first, but make the one on the bottom "Swimmable" rather than "Solid" and give it a little translucency (a value below 255 but higher than 0, preferably somewhere in the middle) to make it look like water. You'll need to give it color, too. If done correctly, you'll be able to swim inside the bottom one and the top 3D floor will be just a typical solid platform.

  • @dripnx6381
    @dripnx6381 Рік тому

    imagine the genius doom wads this trick would make

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @Shadowtechnique Yeah, it's the same thing. GZDoom works exactly the same way as ZDoom, but it just has support for a few extra features ZDoom doesn't (like 3D floors that are sloped).

  • @Chubzdoomer
    @Chubzdoomer  11 років тому

    Your best bet is really to switch over to GZDoom since it has native support for 3D floors (even without the need for a "revision" version) and also supports 3D slopes, which aren't possible with any of the ZDoom revisions.

  • @brucew.2805
    @brucew.2805 3 роки тому +1

    Thanks for the tip. Building maps can be very difficult. Requires a lot of time.

  • @Compwhiz128
    @Compwhiz128 10 років тому +1

    Its because of tutorials like this that I realize how early I got into the scheme of doom editing, using only Dmapedit, and not realizing that there were other editors to hack graphics, and executables, then to find out of source ports that had far more functionality. This was back in 2001 too >:O I started hacking too early...

    • @NURDVEVO
      @NURDVEVO 3 роки тому +1

      Hi there
      are you still doing doom stuff?
      i hope you still use this channel.

  • @captainpollutiontv
    @captainpollutiontv 8 років тому

    Thanks for this tutorial!

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @TheHelpfulTuts Just download the r416 version of Doom Builder 2 from the SVN website and copy the new files over the old ones. All that does is renew your version of Doom Builder 2, keeping your configurations, etc. in place. Your WAD files are completely separate from Doom Builder and are not affected in any way.

  • @arthercasillas2755
    @arthercasillas2755 10 років тому +1

    With this knowledge my entire prison and sewers maps need to be done the way I envisioned...Just when I thought I was done.......

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @IMMAPLUTO Make sure you visit the Plugins folder inside your Doom Builder 2 directory and read the "GZDoomEditing" text file that is included. Follow the instructions in that text file to the tee, as it shows you how to set everything up and advises you on how you should re-bind your keys for the two separate Visual modes, too.

  • @boomboom201
    @boomboom201 13 років тому

    so many possibilities! time to get to work =)

  • @tourettesguy169
    @tourettesguy169 12 років тому

    @Chubzdoomer oh its working now, thanks a bunch :) and also i was wondering if you could do a tutorial on how to put rain SFX in a map, because im trying to make a rain forest type of map

  • @Chubzdoomer
    @Chubzdoomer  12 років тому

    @tourettesguy169 Make sure you go to your "Plugins" folder in the Doom Builder 2 directory and follow the instructions in the "GZDoomEditing" text file. Otherwise, you're in vanilla Visual Mode, which doesn't show slopes or 3D floors! Let me know if this fixes it for you.

  • @madkvideo
    @madkvideo 11 років тому

    Chubz you are the man!

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @Vojife Make sure you go to your "Plugins" folder in the Doom Builder 2 directory and follow the instructions in the "GZDoomEditing" text file. Otherwise, you're in vanilla Visual Mode, which doesn't show slopes or 3D floors.

  • @gasenkotsu
    @gasenkotsu 13 років тому

    Thanks, this is great!

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @TheBraggle No problem! I hope that everyone can update their ZDoom and Doom Builder 2 versions without running into any problems. That's really the only thing I'm worried about! Everything else should probably be a piece of cake because this technique is just so easy to use.

  • @MinecraftMineturtle
    @MinecraftMineturtle 11 років тому

    Thanks Chubz! You rock man! :D

  • @MaxStasis231
    @MaxStasis231 10 років тому

    I'm going to try it in GZDoom

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @jr2nd Do you mean slopes that can be suspended in the air much like in my "3D Slopes" tutorial? Or are you referring to a different type of structure?

  • @pauld1429
    @pauld1429 12 років тому

    @shindogking10
    That is because the revision is for an older version of doom builder 2. The newest official build is a later version. I haven't checked at the DRD team's site lately, but I don't think there is a fully working gzdoom plugin for the newest release of doombuilder 2 quite yet.

  • @scorpion67890
    @scorpion67890 10 років тому

    This is going to be INCREDIBLY useful. Thank you so much! Subscribed just for this video, but i'll be sure to check out all your others too!

  • @rainbowsparkle30009
    @rainbowsparkle30009 11 років тому

    got it. game config > modes > gzdoom editing apply > and align apply

  • @rockman7perez
    @rockman7perez 11 років тому

    thanks dude, you're the best.

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @RomanceOfHelenTrent Absolutely! Bridges, roofs, you name it!

  • @Chubzdoomer
    @Chubzdoomer  11 років тому

    Have you tried modifying the dummy sector's floor/ceiling heights? Those correspond with the 3D floor itself, so try editing it there instead.

  • @tom97560
    @tom97560 12 років тому +1

    chubz can u make a tutorial on how to use silent teleports as elevator effect?
    (ive played in maps that u enter elevator and it silent teleports u to another place in the map making it look like you've gone up/down)

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @kerelwtf You can't use multiple doors in the sense of doing doors like you normally would, but you can get around it with clever usage of moving 3D floors! You can create "doors" that are basically 3D floors in the shape of doors that move up, then come back down just like a door normally would. There are probably a few other techniques that you could use to get around this, too, but that's one of the first that comes to mind. See my "3D Moving Platforms" tutorial to learn how to move them.

  • @Chubzdoomer
    @Chubzdoomer  11 років тому

    GZDoom Builder is its own program, so there's no need to replace any files.

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @MRAXWEDBAF It's located in your C:\Program Files\Doom Builder 2\Plugins folder.

  • @Spriterist
    @Spriterist 11 років тому

    Thanks amillion chubz works like a charm

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @TheHelpfulTuts Alternatively, of course, you could keep the same Doom Builder version and just map in UDMF format rather than Hexen format. That's just another option, though.

  • @ghostface9577
    @ghostface9577 Рік тому +1

    I don't speak English, but what a good tutorial

  • @5daysastranger
    @5daysastranger 10 років тому +1

    I'm using GZDoom Builder (doom in hexen format) and i do what you say in your video and it gives me an "only in opengl"message.I have tried it also with UDMF format but still,i cant get it to work.When i go below the map in visual mode i can't even see the back side of the floor!!

  • @XaneMyers
    @XaneMyers 12 років тому

    Basically, GZDoom Builder is like Dom Builder 2's GZDoom Visual Mode plugin, plus the ability of viewing Dynamic Lights in the editor, which can be useful for me.

  • @BalistikJumbo
    @BalistikJumbo 12 років тому

    Wow! Thank you!

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @MRAXWEDBAF It sounds like you are using software mode rather than OpenGL. When you start Skulltag and the dialog box pops up, choose "Hardware (OpenGL)" rather than "Software (Doom)" in the Video Settings. You can change this in the Options menu, too, under Video Settings, but you must restart Skulltag in order for it to apply when using that method.

  • @Voirowsky
    @Voirowsky 13 років тому

    Well, i making maps with this plugin, but, i can't change the texture offset! I must use classic Visual Mode (Q). How do fix this?

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @TheHelpfulTuts What kind of texture error do you receive? I'm not sure I understand exactly what it's doing.
    In regards to the texture movement/alignment: The latest version of Doom Builder from the SVN website unfortunately does this if you map in the "Hexen" format rather than UDMF. I personally recommend that you go to the SVN website and use the r416 version. That version does not reset the texture alignments in "Hexen" format mode, so if you download it instead the problem is solved!

  • @abbuw-
    @abbuw- 9 років тому

    You should do some tutorials about sector portals and vertex slopes. I had to try to show some of my buddies how to do it, and I'm not really good at giving tutorials.

  • @Chubzdoomer
    @Chubzdoomer  10 років тому

    In Hexen or UDMF format? (UDMF is best, as it allows you to specify the alpha value/translucency within the line's properties -- no scripting required.)

  • @MRAXWEDBAF
    @MRAXWEDBAF 13 років тому

    @Chubzdoomer thanks a lot. also thanks for the fast response

  • @orionp7504
    @orionp7504 10 років тому

    How would I go about making a door on the same linedef on two seperate floors?

  • @madkvideo
    @madkvideo 11 років тому

    Whoops i forgot to set the key for the new visual mode. Thanks for your help!

  • @Vojife
    @Vojife 13 років тому

    Hi. I did it exactly like you in the video, it works in game, but I can't edit the 3D floor heights in visual mode, which is very handy...

  • @Chubzdoomer
    @Chubzdoomer  13 років тому

    @firebad0 Yes, you can find Skulltag revisions at the same website.

  • @johneygd
    @johneygd 3 роки тому

    Whoooaaah this is definitely awesome, i was always imagine what if doom did had slopes and rooms over rooms, well it turns out that it is possible,
    Now just imagine supermario 64 crossed with a zdoom/rordoom engine,now off course most textures needs to be replaced with those once from mario 64 but that shouldn’t be a problem😁😁😁

  • @altazimuth
    @altazimuth 13 років тому

    Can you help make a tutorial on floating slopes? The method behind making them confuses me, I want to get more into creating multi-floor maps using this technique.

  • @kerelwtf
    @kerelwtf 13 років тому

    can you put multiple doors above eachother in this way? great tutorial! grtz

  • @AverageSpaghetti
    @AverageSpaghetti 11 років тому

    Alright, cool. Thanks for the help.

  • @MondySpartan
    @MondySpartan 3 роки тому

    I followed the steps but then the 3D floor sticks all the way up as if it is another wall. The top and bottom sides of it are even hollow. I am using Ultimate Doom Builder (which can render slopes and such) with UDMF. What am I missing?
    (The problem isn't related to which map format type I used - testing it with Hexen format also brought up the same erroneous result)

    • @Chubzdoomer
      @Chubzdoomer  3 роки тому

      Have you tried changing the 3D floor's height via the dummy sector's floor/ceiling heights, rather than directly manipulating the 3D floor itself?

  • @AverageSpaghetti
    @AverageSpaghetti 11 років тому

    But, this brings me back to my first question. When downloading the GZdoom builder and gzdoom it's self, what next? How do I replace the old files with the new ones?

  • @pauld1429
    @pauld1429 12 років тому

    Actually sorry, yes there is currently an updated one that is functional. You can obtain it on the DRD Team forum in the SVN builds section