<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0"
    xmlns:content="http://purl.org/rss/1.0/modules/content/"
    xmlns:dc="http://purl.org/dc/elements/1.1/"
    xmlns:atom="http://www.w3.org/2005/Atom">
    <channel>
        <title>Tools and Techniques — dengine Forums</title>
        <link>https://talk.dengine.net/</link>
        <pubDate>Fri, 15 May 2026 17:29:42 +0000</pubDate>
        <language>en</language>
            <description>Tools and Techniques — dengine Forums</description>
    <atom:link href="https://talk.dengine.net/categories/tools-and-techniques/feed.rss" rel="self" type="application/rss+xml"/>
    <item>
        <title>How do Levels and Packages go together?</title>
        <link>https://talk.dengine.net/discussion/2962/how-do-levels-and-packages-go-together</link>
        <pubDate>Wed, 20 Dec 2023 08:57:18 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>RemiliaScarlet</dc:creator>
        <guid isPermaLink="false">2962@/discussions</guid>
        <description><![CDATA[It looks like Packages are the preferred way to package things going forward, but the manual only mentions asset types for thing/weapon models and some texture types.  How do .wad files for levels fit into packages?  Or should levels be packaged using the older PK3 format specification instead?]]>
        </description>
    </item>
    <item>
        <title>UDMF in future 2.x?!??!</title>
        <link>https://talk.dengine.net/discussion/2347/udmf-in-future-2-x</link>
        <pubDate>Mon, 28 Nov 2016 09:40:41 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>pming</dc:creator>
        <guid isPermaLink="false">2347@/discussions</guid>
        <description><![CDATA[Hiya!<br /><br />
Did I just read that correctly? Possibility of full UDMF capability in a future 2.x relase?  ... ... O_O<br /><br />
YESSS! Oh please, ohpleaseohpleaseohpleeeeaaassss! No rush or anything, end of the week would be fine. <img src="https://talk.dengine.net/resources/emoji/wink.png" title=";)" alt=";)" height="20" />  But I can wait up to 5 or 6 years if I have too.<br /><br />
I do most of my mapping with UDMF in all games (DOOM/Heretic/Hexen), because it's fast, easy, and has a million and one ways to skin a mancubus. (yeah, it limits me to GZDoom, but still...) Being able to see 'live' dynamic lighting in-editor with GZDoombuilder is a god-send! With the added ability to easily create (and see) slopes as well, it makes mapping quite enjoyable and rewarding. If/when DE2 can utilize UDMF it sure will be sweet to see a decent approximation of a DE level while working on it in GZDB.<br /><br />
Can't wait! <img src="https://talk.dengine.net/resources/emoji/lol.png" title=":D" alt=":D" height="20" /><br /><br />
^_^<br /><br />
Paul L. Ming]]>
        </description>
    </item>
    <item>
        <title>Doom Builder 2 (or GZDoom Builder) + Doomsday, testing</title>
        <link>https://talk.dengine.net/discussion/1827/doom-builder-2-or-gzdoom-builder-doomsday-testing</link>
        <pubDate>Thu, 12 Jun 2014 15:04:11 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>fifth_element</dc:creator>
        <guid isPermaLink="false">1827@/discussions</guid>
        <description><![CDATA[Hi,<br /><br />
After hours of searching for the answer and not finding a definitive one, I must ask you: how do I have to setup <i>Doom Builder 2</i> in order to get my own map load in <i>Doomsday Engine</i> when clicking the "Test map" button in the editor? I have tried all sorts of parameters in DB2's "<i>Game Configurations &gt; Testing</i>" -tab on nothing seems to work. I always end up in DE's game selection window, and if I then select the game my map is based on (let's say <i>Doom 2</i>), it only loads the original map and not the one I was working on.<br /><br />
Currently the only way I know how to get my map boot up in <i>Doomsday </i>is to copy-and-paste my WAD-file into the <i>Addons</i>-folder that lies inside the <i>Doomsday/snowberry</i>-folder. The problem with this method is of course that it is way too slow and cumbersome.<br /><br /><br />
Any help help would be highly appreciated, thanks!]]>
        </description>
    </item>
    <item>
        <title>Detection and handling of Doomsday 2 packages (.pack)</title>
        <link>https://talk.dengine.net/discussion/2639/detection-and-handling-of-doomsday-2-packages-pack</link>
        <pubDate>Fri, 07 Dec 2018 15:13:39 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>deus-ex</dc:creator>
        <guid isPermaLink="false">2639@/discussions</guid>
        <description><![CDATA[1. I've just noticed that Doomsday won't detect the DHMP addon packages, if they are NOT located in a subfolder with the folder name ending with '.pack'. Is that on purpose?<br /><br />
2. Furthermore, Doomsday cannot handle packages correctly, that are placed in folders where the folder name begins with an underscore '_'. Packages located in a folder named '_.pack' or '_&lt;some characters&gt;.pack' do appear in the MOD management dialog and can be added to the load list, but the detail view (right-click) remains completely empty, loading a game fails, notifying the user to fix the seleted addon, which in this situation is impossible. Snowberry (.pk3) addons placed in a folder named '_.pack' or '_&lt;some characters&gt;.pack' are not detected at all.<br /><br />
3. Also, Doomsday does not detect Doomsday 2 packages placed in folders named just '.pack'. However Doomsday detects and correctly handles Snowberry (.pk3) addons located in a folder named '.pack'. I find that inconsistent.<br /><br />
If these are restrictions that cannot be removed, they should be mentioned in the manual.]]>
        </description>
    </item>
    <item>
        <title>Add-on info and package metadata</title>
        <link>https://talk.dengine.net/discussion/2635/add-on-info-and-package-metadata</link>
        <pubDate>Thu, 06 Dec 2018 06:55:21 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>dengine.net</dc:creator>
        <guid isPermaLink="false">2635@/discussions</guid>
        <description><![CDATA[This discussion was created from comments split from: <a rel="nofollow" href="/discussion/2628/build-2889-weapon-slot-keybinding-messed-up/">Build 2889: weapon slot keybinding messed up</a>.]]>
        </description>
    </item>
    <item>
        <title>MD2TOOL: fails to read DMD/MD2 file</title>
        <link>https://talk.dengine.net/discussion/2610/md2tool-fails-to-read-dmd-md2-file</link>
        <pubDate>Tue, 30 Oct 2018 12:28:11 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>deus-ex</dc:creator>
        <guid isPermaLink="false">2610@/discussions</guid>
        <description><![CDATA[The MD2TOOL distributed with Doomsday fails to read certain 3D models in DMD format. So I tried with the old MD2TOOL v1.2.0 from 2004, which thankfully reads the model fine.<br /><br />
Using the old MD2TOOL I converted the DMD models back to the MD2 format. Surprisingly the current MD2TOOL cannot read these MD2 models either.<br /><br />
Find an example DMD model attached.]]>
        </description>
    </item>
    <item>
        <title>Syntax highlighting for VSCode (ded/dei/ds/ame)</title>
        <link>https://talk.dengine.net/discussion/2606/syntax-highlighting-for-vscode-ded-dei-ds-ame</link>
        <pubDate>Tue, 23 Oct 2018 06:03:10 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>skyjake</dc:creator>
        <guid isPermaLink="false">2606@/discussions</guid>
        <description><![CDATA[Reusing some of my older TextMate language files, I've put together a proper <a href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fcode.visualstudio.com" rel="nofollow">Visual Studio Code</a> extension for Doomsday Engine languages.<br /><br />
If you are editing (or viewing) DED definitions, add-on/resource Info files, or Doomsday Script (or even Amethyst sources for some reason <img src="https://talk.dengine.net/resources/emoji/smile.png" title=":smile:" alt=":smile:" height="20" />), I think you'll find this quite useful.<br /><br />
You can install the extension by searching for "Doomsday Engine" in the VSCode extension marketplace.<br /><br />
Direct link: <a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fmarketplace.visualstudio.com%2Fitems%3FitemName%3Dskyjake.doomsdaylang">https://marketplace.visualstudio.com/items?itemName=skyjake.doomsdaylang</a><br /><br />]]>
        </description>
    </item>
    <item>
        <title>Take away all weapons at the start of the level</title>
        <link>https://talk.dengine.net/discussion/2557/take-away-all-weapons-at-the-start-of-the-level</link>
        <pubDate>Tue, 03 Jul 2018 21:23:39 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>Deimos_X</dc:creator>
        <guid isPermaLink="false">2557@/discussions</guid>
        <description><![CDATA[Hey guys, short question: is it possible to withdraw all weapons from the start of a new level via DED scripts or smth else? Or, in other words, to auto-activate IDKFA cheat on the background, to left only first weapon to player.]]>
        </description>
    </item>
    <item>
        <title>Creation of additional weapons and projectiles</title>
        <link>https://talk.dengine.net/discussion/2542/creation-of-additional-weapons-and-projectiles</link>
        <pubDate>Fri, 30 Mar 2018 23:16:17 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>Deimos_X</dc:creator>
        <guid isPermaLink="false">2542@/discussions</guid>
        <description><![CDATA[Hi guys,<br /><br />
I'm in progress of working on ambitious wad for Heretic and I'm using DED scripts not for the first time, but never tried to add any weapons to existed ones, as well as new projectiles for them. Is it possible in DE?<br /><br />
For instance, I'd like to add new weapons and assign them to 8,9,0 buttons. I've seen such things are widely used in Zdoom wads. It would be great if you share any experience with that. ]]>
        </description>
    </item>
    <item>
        <title>waifu2x texture upscaler</title>
        <link>https://talk.dengine.net/discussion/2527/waifu2x-texture-upscaler</link>
        <pubDate>Sat, 24 Feb 2018 14:53:39 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>Subwolfer</dc:creator>
        <guid isPermaLink="false">2527@/discussions</guid>
        <description><![CDATA[Hi all<br />
First of all thanks for making the best damn doom enhancement around!<br /><br />
I have been looking at the waifu2x texture upscaler. It looks pretty good.<br />
Is it possible to implement this in Doomsday as an alternative to smart2x?<br /><a rel="nofollow" href="/home/leaving?allowTrusted=1&amp;target=https%3A%2F%2Fgithub.com%2Fnagadomi%2Fwaifu2x">https://github.com/nagadomi/waifu2x</a><br />
Description.<br />
"Image Super-Resolution for Anime-Style Art using Deep Convolutional Neural Networks. And it supports photo"<br /><br />
I have tried out some tests images of doom textures. Left is original resized 400% and right is waifu2x, then resize 200% with a bit of noise and sharpen to bring out the details (did this as a test so don't be too concerned with the values)<br /><br />
I think it looks like a good enhancement to the original textures. The transparency isn't recognised in some of them so the edges are harsh between the art and the cyan color, not sure if this is easy to fix or not.<br />
So is this possible for the future?<br /><br /><img src="http://talk.dengine.net/uploads/editor/6l/aa45t4e7dssq.png" alt="aa45t4e7dssq.png" /><br /><img src="http://talk.dengine.net/uploads/editor/6b/i6fynsnxiczq.png" alt="i6fynsnxiczq.png" /><br /><img src="http://talk.dengine.net/uploads/editor/gl/dlna0hxsfptz.png" alt="dlna0hxsfptz.png" /><br /><img src="http://talk.dengine.net/uploads/editor/i2/55s0uhi018pg.png" alt="55s0uhi018pg.png" /><br /><img src="http://talk.dengine.net/uploads/editor/hd/ngw6b0s21f2c.png" alt="ngw6b0s21f2c.png" /><br /><img src="http://talk.dengine.net/uploads/editor/4l/phv9xvwquyhy.png" alt="phv9xvwquyhy.png" /><br /><img src="http://talk.dengine.net/uploads/editor/sw/pcrzw2hn0h3s.png" alt="pcrzw2hn0h3s.png" /><br /><img src="http://talk.dengine.net/uploads/editor/y4/yn22jtm51i9r.png" alt="yn22jtm51i9r.png" /><br /><img src="http://talk.dengine.net/uploads/editor/da/u9vufms5jmg3.png" alt="u9vufms5jmg3.png" /><br /><img src="http://talk.dengine.net/uploads/editor/5x/rvv6ggjz5joj.png" alt="rvv6ggjz5joj.png" /><br /><img src="http://talk.dengine.net/uploads/editor/e6/0lxe8eze25ml.png" alt="0lxe8eze25ml.png" /><br /><img src="http://talk.dengine.net/uploads/editor/9o/wu6q78w7xgac.png" alt="wu6q78w7xgac.png" /><br /><img src="http://talk.dengine.net/uploads/editor/y6/2gzlw1bogfyq.png" alt="2gzlw1bogfyq.png" /><br /><img src="http://talk.dengine.net/uploads/editor/hf/dd9lab5ae194.png" alt="dd9lab5ae194.png" /><br /><img src="http://talk.dengine.net/uploads/editor/nz/8ccrls6691z5.png" alt="8ccrls6691z5.png" /><br /><img src="http://talk.dengine.net/uploads/editor/9j/0bn0xjy21z1l.png" alt="0bn0xjy21z1l.png" /><br /><img src="http://talk.dengine.net/uploads/editor/20/99hmj28207qb.png" alt="99hmj28207qb.png" /><br /><br />]]>
        </description>
    </item>
    <item>
        <title>How to launch a wad alone ?</title>
        <link>https://talk.dengine.net/discussion/2492/how-to-launch-a-wad-alone</link>
        <pubDate>Fri, 06 Oct 2017 15:14:47 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>Brimarlo</dc:creator>
        <guid isPermaLink="false">2492@/discussions</guid>
        <description><![CDATA[Hi,<br /><br />
I created a first map with Doom Builder 2.1.2.1553. A wad file was created.<br />
I do not know how to launch it<b> alone</b> from Dommsday Engine 2.0.3?<br /><br />
What I have done:<br />
I launched Doomsday Engine 2.0.3<br />
I went to Packages<br />
I selected my wad<br />
I double-clicked on that wad<br />
I made "Add to" the special Doom<br />
I launched Special Doom<br />
negative result: the wad did not appear first<br /><br />
How to launch this wad from Doom <b>alone</b>?<br /><br />
Thanks<br />]]>
        </description>
    </item>
    <item>
        <title>Hexen Config for GZDoombuilder2?</title>
        <link>https://talk.dengine.net/discussion/2285/hexen-config-for-gzdoombuilder2</link>
        <pubDate>Fri, 24 Jun 2016 04:39:11 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>pming</dc:creator>
        <guid isPermaLink="false">2285@/discussions</guid>
        <description><![CDATA[Hiya!<br /><br />
I have "mostly" made a Heretic config file for GZDoombuilder2, as Heretic and DOOM are almost the same engine as far as I can tell. However, Hexen has different 'structures' from what I can tell. I am having a helluva time figuring out how and what I need to change in the jDOOM.cfg file for GZDoombuilder2.<br /><br />
Does anyone have a jHexen.cfg already done up for use in GZDoombuilder2? If not, does anyone have any links or pointers for where I can go to learn what needs to be done to make my own?<br /><br />
^_^<br /><br />
Paul L. Ming]]>
        </description>
    </item>
    <item>
        <title>Advice for getting started with modding (Heretic)</title>
        <link>https://talk.dengine.net/discussion/2262/advice-for-getting-started-with-modding-heretic</link>
        <pubDate>Thu, 02 Jun 2016 01:13:30 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>DavidInvenio</dc:creator>
        <guid isPermaLink="false">2262@/discussions</guid>
        <description><![CDATA[Greetings good people!<br />
I am looking for advice/info/links on doing mods for Heretic (DE v2) - such as what tools are most common (Windows platform) etc..  I am new to the modding world, although I've been a huge fan of DE for years.  I've been a software engineer for 31+ years so I do have a technical background, and I've worked with Photoshop and some other tools to build graphics for my software and web-site.  But I do not have any experience working with 3D modeling or modding in general, so I'll be starting from ground zero there.<br /><br />
I have done some error troubleshooting with jHRP and created jHRP2 for use with DE v2, but that's as far as I've gotten so far. My first task is to enhance the pack with better textures or any items I find that are better than what's there already.<br /><br />
Whatever I can accomplish will ALWAYS go back to the community of course!<br /><br />
Thanks in advance for any insight or pointers!<br />
/D]]>
        </description>
    </item>
    <item>
        <title>What is a .dmd file and how do you create/edit them?</title>
        <link>https://talk.dengine.net/discussion/2266/what-is-a-dmd-file-and-how-do-you-create-edit-them</link>
        <pubDate>Sat, 04 Jun 2016 07:18:47 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>DavidInvenio</dc:creator>
        <guid isPermaLink="false">2266@/discussions</guid>
        <description><![CDATA[I have read the Wiki page <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fwiki.dengine.net%2Fw%2FDMD" rel="nofollow">http://wiki.dengine.net/w/DMD</a> - which says they are a DE-enhanced version of md2 files.  So I am curious, 1: are there resource packs that use .dmd files? and 2: what app are people using to create/edit these files?]]>
        </description>
    </item>
    <item>
        <title>DE2 - what is the preferred model format?</title>
        <link>https://talk.dengine.net/discussion/2268/de2-what-is-the-preferred-model-format</link>
        <pubDate>Sat, 04 Jun 2016 13:07:48 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>DavidInvenio</dc:creator>
        <guid isPermaLink="false">2268@/discussions</guid>
        <description><![CDATA[I have been reading Wiki docs... what is the BEST model format for DE2 and beyond?<br />
I've seen md2 which seems outdated now, and dmd, and md5.<br /><br />
Which is the best?]]>
        </description>
    </item>
    <item>
        <title>Creating High-Res Textures for &amp;quot;Back to Saturn X&amp;quot;</title>
        <link>https://talk.dengine.net/discussion/2213/creating-high-res-textures-for-quot-back-to-saturn-x-quot</link>
        <pubDate>Fri, 18 Mar 2016 08:08:30 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>General Phoenix</dc:creator>
        <guid isPermaLink="false">2213@/discussions</guid>
        <description><![CDATA[I have been playing through the "Back to Saturn X" megawad and I'm loving the effect of all the custom textures. However, after playing other vanilla-textured megawads and the original IWADS with the DHTP, I find that the low resolution of custom textures is a bit distracting to me. So I figured that I would fire up Photoshop and create high-res versions of them just for my own satisfaction.<br /><br />
My question is this: How should I structure a .pk3 file so that my new textures will replace the custom textures that are packaged in the Saturn X WAD? I've tried creating a repackaged copy of the DHTP with my test texture included in the DOOM2/TEXTURES folder, with no success. I also created a new PK3 file with just the test texture, and had no success.<br /><br />
Luckily, I only created one test texture so far, so if this simply not possible, I won't have wasted too much of my time. <img src="https://talk.dengine.net/resources/emoji/smile.png" title=":)" alt=":)" height="20" /><br /><br />
Thanks in advance for your advice!]]>
        </description>
    </item>
    <item>
        <title>The good way to port models?</title>
        <link>https://talk.dengine.net/discussion/2201/the-good-way-to-port-models</link>
        <pubDate>Fri, 19 Feb 2016 06:22:16 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>Alexitoplayer</dc:creator>
        <guid isPermaLink="false">2201@/discussions</guid>
        <description><![CDATA[I worked in a little model in .fbx but I just don't know how to port my model to the new doomsday 2.0.<br />
I try put a simple small lamp have mi model in a .pack carpet with this info.dei but i cannot see my model:
<pre spellcheck="false" tabindex="0">title: Test Model: Small lamp
version: 1.0
license: GPL 3+
tags: dev xyz

asset model.thing.COLUMN {
    front &amp;lt;0, 0, 1&amp;gt;
    up &amp;lt;1, 0, 0&amp;gt;
    path = "Smalllamp.fbx"
    material.@0.diffuseMap = "Smalllamp_pCylinderShape1.png"
}
</pre>
In any step i am working bad?]]>
        </description>
    </item>
    <item>
        <title>Normal-mapped sprites?</title>
        <link>https://talk.dengine.net/discussion/2166/normal-mapped-sprites</link>
        <pubDate>Tue, 22 Dec 2015 16:09:18 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>poVoq</dc:creator>
        <guid isPermaLink="false">2166@/discussions</guid>
        <description><![CDATA[Seems like the current focus is more on replacing sprites with nice 3D models, but is it also possible to have normal-mapped (directional) sprites in the new renderer?<br /><br />
That would probably allow staying closer to the retro look <img src="https://talk.dengine.net/resources/emoji/wink.png" title=";)" alt=";)" height="20" />]]>
        </description>
    </item>
    <item>
        <title>Integration with SLADE3 editor suite?</title>
        <link>https://talk.dengine.net/discussion/2165/integration-with-slade3-editor-suite</link>
        <pubDate>Tue, 22 Dec 2015 16:05:40 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>poVoq</dc:creator>
        <guid isPermaLink="false">2165@/discussions</guid>
        <description><![CDATA[<a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fslade.mancubus.net%2F" rel="nofollow">http://slade.mancubus.net/</a><br /><br />
Seems like a pretty cool IDE for Doom based games... would be cool if it would work out of the box with Doomsday2.<br /><br />
a bit OT: does Doomsday2 support large outdoor maps with nice skies and (slight) slopes?]]>
        </description>
    </item>
    <item>
        <title>Secret Exits</title>
        <link>https://talk.dengine.net/discussion/1569/secret-exits</link>
        <pubDate>Sat, 05 Oct 2013 12:39:35 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>D4rkf0rce</dc:creator>
        <guid isPermaLink="false">1569@/discussions</guid>
        <description><![CDATA[Hi, I have a question.<br />
I'm fairly new as far as the scripting ded/xg and wanted to know how to change secrtet exits in a wad.<br />
I have 4 secret exit in my wad.<br />
One of them is Map02 which should lead to Map29.<br />
I tried the following script<br /><br />
Line Type {<br />
ID = 1001<br />
Comment = "Go to next level when player crosses"<br />
Flags = player_cross<br />
Flags2 = when_act | any<br />
Class = end_level<br />
Count = 1<br />
Time = 1<br />
Secret Exit = Map29<br />
}<br /><br /><br />
After i cross the linedef the level is finish but i come in Map03.<br />
How do I do the code that i start in Map29?<br /><br />
Sorry for my bad  english. I hope you understand what i mean <img src="https://talk.dengine.net/resources/emoji/smile.png" title=":)" alt=":)" height="20" />]]>
        </description>
    </item>
    <item>
        <title>md2tool</title>
        <link>https://talk.dengine.net/discussion/247/md2tool</link>
        <pubDate>Fri, 27 Nov 2009 20:42:00 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>JCA</dc:creator>
        <guid isPermaLink="false">247@/discussions</guid>
        <description><![CDATA[Here's some stuff I've noticed about it..<br /><br />
"-skinsize [width] [height]" seems buggy. My md2 exporter exports the model with skin size 256*256, so I thought I need to change it to have similar dimensions as my model's skins (2048*1024 and 1024*512). So I set it to 256*128. Ingame the texture was displayed very bad. Letting the skin size stay at 256*256 shows the texture allright ingame. So that was a bit weird. I expected things to be the otherway.<br /><br />
Using "-skin [num] [filename]" multiple times in the same execution of the program only used the first one. The rest of them were skipped.<br /><br />
My md2 exporter exports every frame with this kind of name:"FRAME 000......". I've noticed "-create [framelistfile]" does an empty model with frames and names based on a text file. What about changing the frame names of a model that already exists?]]>
        </description>
    </item>
    <item>
        <title>md2 VS md3 model format</title>
        <link>https://talk.dengine.net/discussion/1384/md2-vs-md3-model-format</link>
        <pubDate>Thu, 11 Apr 2013 05:58:24 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>marco75</dc:creator>
        <guid isPermaLink="false">1384@/discussions</guid>
        <description><![CDATA[Hello, non-coding player here.<br /><br />
I have used Doomsday engine with the hires textures and md2 model packs to play through some vanilla WADs and have been very impressed with the speed of the engine. Even with hundreds of monsters in the same room, there was no slowdown and the hires content looks great.<br /><br />
I have read in another thread that deng team wants to implement md3 format in future versions.<br /><br />
Does .md3 support mean that Quake3 models could be ported to a future version of jDoom?<br /><br />
Would that mean that jDoom could have characters that bend at the waist, so if the player stands at the top of a cliff, zombiemen at the foot of the cliff would point their guns upwards when shooting at the player? I have noticed that in such situations, currently the enemy soldiers hold their guns level when shooting up, which looks strange.<br /><br />
This was not noticeable in the original game because you couldn't look up and down.<br /><br />
Are characters aiming up and down possible to implement?<br /><br />
P.S. Love the forum theme by the way, viewing at 150% zoom in Chrome and very easy on my myopic eyes. 8-)]]>
        </description>
    </item>
    <item>
        <title>New monsters issue with Doomnsday engine</title>
        <link>https://talk.dengine.net/discussion/1152/new-monsters-issue-with-doomnsday-engine</link>
        <pubDate>Tue, 24 Jul 2012 12:57:55 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>Nickvale</dc:creator>
        <guid isPermaLink="false">1152@/discussions</guid>
        <description><![CDATA[Hi to all!<br />
First of all, a greeting to all the forum's inhabitants: I hope someone here has the answer to my problem! <img src="https://talk.dengine.net/resources/emoji/wink.png" title=";)" alt=";)" height="20" /><br /><br />
Now, I would like to present you my problem:<br /><br />
I love to make new maps for Doom II, which I always play with the Doomsday Engine.<br />
I've added custom textures to my maps, and I never had any problem with the DE.<br />
Now, I'm trying to implement new monsters on my maps: but if I play the new map (with new monsters) with the DE, the new monsters don't appear: it's as I've never put them in.<br />
However, if I load the map with other ports, i.e. ZDoom, the monsters are here, ready to get shot.<br /><br />
Is that a DE internal issue? Or do I have to change something in the configuration?<br /><br />
Thank you very much for you attention! <img src="https://talk.dengine.net/resources/emoji/smile.png" title=":)" alt=":)" height="20" /><br /><br />
(p.s.: to make new maps, I use the Doom Builder 2, latest version, but I had the summentioned problem even with older ones. To implement new monsters, I use SLADE, for XWE is a bit out of date. I'm running the latest version of the Doomsday Engine).]]>
        </description>
    </item>
    <item>
        <title>Dmd To Md2 Converter for Windows. Updated to V1.1 Final</title>
        <link>https://talk.dengine.net/discussion/912/dmd-to-md2-converter-for-windows-updated-to-v1-1-final</link>
        <pubDate>Sat, 07 Jan 2012 20:39:00 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>Worf</dc:creator>
        <guid isPermaLink="false">912@/discussions</guid>
        <description><![CDATA[Hi.<br /><br />
Dmd To Md2 Converter is a GUI for 'md2tool.exe' making converting dmd files to md2 without the need to use the command prompt and typing the commands. Now all you need to do is to install Dmd To Md2 Converter, select you options, navagate to where your dmd files are and convert them. You also have the option to do a batch convertion and convert as many dmd files in one go.<br /><br />
You can even select to have folders created for each of your md2 files with the same folder name as the original.<br />
If each of your dmd files are not in thier own folders then do not select 'Create folders' as the converter copies the folder names to create your new ones.<br /><br />
Updated the converter and re-uploaded the Converter to version 1.1 Final<br /><br />
All options have been implamented.<br />
Cleaned up the code.<br />
Changed the layout of the GUI.<br /><br />
Download DMD To Md2 Converter V1.1 Final:  <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fwww.megaupload.com%2F%3Fd%3DGOS94CT0" rel="nofollow">http://www.megaupload.com/?d=GOS94CT0</a><br /><br />
Please leave some feedback, thank you.<br /><br />
Regards<br /><br />
Worf]]>
        </description>
    </item>
    <item>
        <title>Modelling for Newbies....</title>
        <link>https://talk.dengine.net/discussion/77/modelling-for-newbies</link>
        <pubDate>Mon, 20 Jul 2009 04:13:40 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>JonusC</dc:creator>
        <guid isPermaLink="false">77@/discussions</guid>
        <description><![CDATA[Found the following site:<br /><a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fwww.quake2.com%2Fmodeling%2F" rel="nofollow">http://www.quake2.com/modeling/</a><br /><br />
Seems good. I know little about modelling, but i'm interested to get into it. Just wondering if any experts in the forums have anything of note from the above site <img src="https://talk.dengine.net/resources/emoji/smile.png" title=":)" alt=":)" height="20" /><br /><br />
Also, to the devs, whats the estimated timespan for MD3 models do you think? I read about the whole vertex optimized DMD format and all that and also read the blog... I think I know enough about modelling to realize that full MD3 support would be AWESOME.<br /><br /><b>EDIT: </b>Links for Modelling-related resources-<br /><i>MilkShape 3D</i>: <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fchumbalum.swissquake.ch" rel="nofollow">http://chumbalum.swissquake.ch</a> (Commercial US$35, free trial available, seems powerful)<br /><i>Blender</i>: <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fwww.blender.org%2F" rel="nofollow">http://www.blender.org/</a> (Open Source, leading-edge modelling suite for the world of free-as-in-speech, but apparently has problems when exporting to the older MD2 format)<br /><b>EDIT: KuriKai:</b> blender 2.4.9a has no problems exporting into the md2 format<br /><i>Misfit Model 3D </i> (MM3D): <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fwww.misfitcode.com%2Fmisfitmodel3d%2F" rel="nofollow">http://www.misfitcode.com/misfitmodel3d/</a> (Open Source, relatively immature but very fast and worth a look. (Supports PNG-textured MD2's that Doomsday uses)<br /><i>Quake 2 Modeler version 0.9</i>: <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fabbs.jbserver.com%2Fdownloads%2Fediting%2Fq2mdlr90.zip" rel="nofollow">http://abbs.jbserver.com/downloads/editing/q2mdlr90.zip</a> (Freeware) (Does NOT support the PNG-textured MD2's that Doomsday can use)<br /><i>Quake 2 Modeler version 0.91</i>: <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fabbs.jbserver.com%2Fdownloads%2Fediting%2Fq2mdlr91.zip" rel="nofollow">http://abbs.jbserver.com/downloads/editing/q2mdlr91.zip</a> (Freeware) (Does NOT support the PNG-textured MD2's that Doomsday can use)<br /><i>Npherno's Skin Tool version 0.9 beta 3</i>: <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fwww.filefront.com%2FNphernos%2Bskin%2Btool%2F%3B11636%3B%2Ffileinfo.html" rel="nofollow">http://www.filefront.com/Nphernos+skin+ ... einfo.html</a> (Freeware)]]>
        </description>
    </item>
    <item>
        <title>Modding doom</title>
        <link>https://talk.dengine.net/discussion/395/modding-doom</link>
        <pubDate>Thu, 05 Aug 2010 05:58:11 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>Hazematman</dc:creator>
        <guid isPermaLink="false">395@/discussions</guid>
        <description><![CDATA[I have experience with modding quake and half-life 1 - 2, and I wanted to take a spin at modding doom with doomsday engine(so I can have 3d models and such). quake and half-life both use sdks but I can't seem to find any sort of sdk for doom, so it would be much appreciated if someone could give me some tips at modding doom with the doomsday engine.]]>
        </description>
    </item>
    <item>
        <title>MD2 Export script for 3dsmax</title>
        <link>https://talk.dengine.net/discussion/249/md2-export-script-for-3dsmax</link>
        <pubDate>Mon, 30 Nov 2009 00:55:58 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>JCA</dc:creator>
        <guid isPermaLink="false">249@/discussions</guid>
        <description><![CDATA[I've modified Adam Barton's MD2 Export script for 3dsmax to be able to set skin size, load skin and frame names from text files. I ran into some trouble, but I was able to solve my problems. Though maybe some solutions are a bit hack. It now works as intended. Maybe next I should add support for editable poly.<br /><br />
Here's the script file: <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fkoti.mbnet.fi%2Fjeejeeje%2Fmisc%2Fmd2Export.ms" rel="nofollow">http://koti.mbnet.fi/jeejeeje/misc/md2Export.ms</a><br /><br />
My modifications can be found with looking for code between "-- JCA" and "-- end" comments.<br /><br />
Instructions how to use it:<br />
The script should work with any max version from 4 and above. Place the file in "&lt;3dsmax&gt;\scripts\startup\" and use it from the Utilities panel and hit the MaxScript button. Use the dropdown list to select MD2 Export. Note that the model needs to be an editable mesh, also you need to have it selected.<br /><br />
The frame and skin name text files are like this:<br />
frame01<br />
frame02<br />
frame03<br />
_eof_<br /><br />
or:<br /><br />
texture1.png<br />
texture2.png<br />
_eof_<br /><br />
The "_eof_" in the end of list prevents the script from trying to read past end of file. It is recommended to have, but is not necessary.<br /><br />
There is still something wrong with the MD2 models exported. I put them ingame, the engine froze when starting a map that uses the MD2. I could load the models in q2 modeller, no errors. Same with loading/saving them with the md2tool into DMD or MD2, which worked just fine ingame..<br />
I noticed that MD2 exported with the original script didn't work as they were either, they also needed processing with the md2tool.<br /><br />
This made me wonder if there's anything special with Doomsday's requirements from an MD2...]]>
        </description>
    </item>
    <item>
        <title>HDR</title>
        <link>https://talk.dengine.net/discussion/210/hdr</link>
        <pubDate>Mon, 05 Oct 2009 08:05:13 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>Batteryman</dc:creator>
        <guid isPermaLink="false">210@/discussions</guid>
        <description><![CDATA[I'm ganna do it fast.<br />
Doomsday whit HDR features, render and HDR image "*.hdr" support<br />
Maybe trough a plug in?<br /><br /><a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FHigh_dynamic_range_rendering" rel="nofollow">http://en.wikipedia.org/wiki/High_dynam ... _rendering</a>]]>
        </description>
    </item>
    <item>
        <title>Building a pk3 on OSX (solved)</title>
        <link>https://talk.dengine.net/discussion/192/building-a-pk3-on-osx-solved</link>
        <pubDate>Fri, 25 Sep 2009 08:14:20 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>Harag</dc:creator>
        <guid isPermaLink="false">192@/discussions</guid>
        <description><![CDATA[I have some trouble to build a pk3 in OSX so Doomsday can use it. I know it's a zip format but is there anything special about it?<br /><br />
When I unzip jDoom.pk3 and try zip it again the resulting pk3 don't work anymore. I have look a bit on Internet and found mention that the buildin zip feature of OSX could add some files so I found an application that pretend avoid the problem and do pc compatible format. It doesn't have much options but I tried the uncompressed format and the normal and the resulting pk3 still not working with Doomsday.<br /><br />
EDIT: By looking deeper in Internet I found an OSX application named iPak3. It has multiple pk3 options like for Jedi Academy, Call of duty, and more. That's weird can't this be standard zip?<br /><br />
I used the option "Wolfenstein: Return to Castle (pk3)" and the resulting pk3 is now working fine with Doomsday.]]>
        </description>
    </item>
    <item>
        <title>Doom texture alignment woes</title>
        <link>https://talk.dengine.net/discussion/183/doom-texture-alignment-woes</link>
        <pubDate>Sun, 20 Sep 2009 09:10:09 +0000</pubDate>
        <category>Tools and Techniques</category>
        <dc:creator>chickensty</dc:creator>
        <guid isPermaLink="false">183@/discussions</guid>
        <description><![CDATA[I'm currently writing this software renderer for doom and I am having some trouble with texture pegging/unpegging/alignment.<br /><br />
In this area in the E1M1 map, the lower texture (see wall pointed to by arrow here: <a href="/home/leaving?allowTrusted=1&amp;target=http%3A%2F%2Fidav.ucdavis.edu%2F%7Essshafii%2Fimages%2F1.png" rel="nofollow">http://idav.ucdavis.edu/~ssshafii/images/1.png</a>) is supposed to have its lower unpegged flag set.  This means that it starts from the floor up...ok so according to that picture I render it correctly.<br /><br />
But by having this flag seg it basically does not line up properly with the wall to the right of it.  What flusters me is that I've read the Doom wiki and the unofficial doom specs so I think I am doing things right.  But the right method does not create a proper rendering -- the texture begins at the floor and goes upwards but ends up mis-aligning the texture with its neighbors.<br /><br />
I've double checked this sidedef using a doom editor and confirmed that it belongs to a linedef that does have its lower unpegged flag set. Its in the area near where you span and it is a adjacent to the set of stairs leading up to a set of armor.<br /><br />
Anyway, I'm not sure if this is the sub-forum to post under.  I was referred to this place by the guy who manages the high res texture pack.  Any help would be appreciated, thanks.]]>
        </description>
    </item>
   </channel>
</rss>
