Doom modding guide for retarded chudsFirst off, get doom 2.
https://archive.org/details/2020_03_22_DOOMSecondly, get gzdoom, SLADE and doombuilder.
https://zdoom.org/downloadshttps://slade.mancubus.net/index.php?page=downloadshttps://forum.zdoom.org/viewtopic.php?t=66745Gzdoom will be used because it's more powerful than regular doom that doesn't limit you to shitty doom file formats. SLADE will be used to insert sounds, textures, sprites, custom code etc. into this more powerful verison of doom. Doombuilder will be used for maps.
In terms of getting shit into the game a .WAD is good for quick and dirty tests. However, .PK3 archives are much better as they allow for file structures and some custom code stuff.
USE .PK3https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacementThere are 2 methods of getting full res images into gzdoom. First is remap, go into your .PK3 and create a folder called "hires" and put your images in it. Then click "New Entry" and name it hirestex.txt. Click "view as text" then type "remap [your textures name] [texture you want to replace]", to keep this simple just give your texture the same name as the one you want to replace it with.
The other method is more tedious but offers more control than the first one. Firstly make sure the visual item you want to replace is in the correct folder at the root, i.e. you want to replace a sprite so you make a "sprites" folder. Place your custom textures in said folder, right click and go to graphics click add to TEXTUREX and click yes. Go back to the root and you will see a new text fill named as such, double click it to view the texture editor where you will see your texture. Now it's a case of setting it to the correct type i.e. sprite to sprite as it automatically sets to texture. Next set the offsets and scale, this can involve trial and error, with offsets consult the DOOM2.WAD for how the sprites your planning to replace are offset. As for scale, try and match the original sprites dimensions in the scaled size text. Click on the X and click yes (you must do this every time you want to save) then save the .PK3 and test.
>It's not appearing in gamedid you name the file you used to replace a sprite after the original sprite/texture? Check the DOOM2.WAD.
>IT'S SKEWED INGAMEcheck values in the texture editor
>what about soundsjust put them in the sounds folder under the same name as the original sound. I believe same goes for music but I don't know.
>why are my custom sprites appearing as the originals in the texture editorIt seems to do this sometimes for the first texture in a group idk why, but treat it as though it's the new texture
https://zdoom.org/wiki/GZDoomhttps://www.youtube.com/watch?v=TP2uvG640EE