Creating a simple decoration

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Revision as of 00:59, 21 April 2009 by Esselfortium (talk | contribs) (New page: Creating a simple decoration in EDF is a relatively basic task. In this tutorial, we will define a simple floor lamp. For the sake of simplicity, we will (for now) assume that this la...)
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Creating a simple decoration in EDF is a relatively basic task. In this tutorial, we will define a simple floor lamp.

For the sake of simplicity, we will (for now) assume that this lamp is using one of the sprites that already exists within Doom.wad, to create a stylish Cacodemon lamp decoration. We can change that later.

To start, create a text lump named EDFROOT in your lump editor of choice. Later on, you can learn to use includes to better organize your definitions, but for our purposes we can just put everything directly into EDFROOT.

thingtype CacoLamp
{
   doomednum = 30000                        // This is the thing number used to place the object in a map.

   radius = 32                              // The radius and height set the physical size of the object,
   height = 56                              // for collision detection.

   basictype = SolidDecor                   // The SolidDecor basictype sets the "Solid" flag for the thing.
                                            // You could alternatively set this flag directly, by replacing
                                            // this line with "cflags = SOLID".

   spawnstate = CACOLAMP_A                  // This sets the lamp's spawn state to the frame "CACOLAMP_A",
                                            // which is a name I arbitrarily picked and could have been
                                            // anything else (as long as no spaces are used in its name).
}

frame CACOLAMP_A   { cmp = "HEAD|D|T|-1" }  // This defines the frame itself, as a Compressed Frame Definition:

                                            // HEAD is the sprite name, and D is the sprite frame.

                                            // T specifies that this frame will be drawn fullbright.
                                            // (Substituting T for * will leave the fullbright field at its
                                            // default of "off".)

                                            // -1 is the duration of this frame in tics, "-1" meaning forever.