Talk:Editing:ZDoom

Sections I'm looking to add:

ACS, including
 * Functions
 * Action specials
 * Tutorials/samples

Level editing, including
 * slopes
 * skyboxes/portals
 * stacked sectors
 * whatever else
 * tutorials/samples

Special lumps, including
 * DECORATE
 * MAPINFO
 * others

- Giomancer 01:22, 27 Feb 2005 (GMT)


 * Don't forget that you can copy articles directly from the ZDoom wiki (though some of them may need minor adjustments). Fredrik 01:35, 27 Feb 2005 (GMT)


 * I am/was going to, but I was trying to not be so obvious about it. ^.^ I also didn't know the etiquette of doing such things, but if you say so, then I'll go ahead and get started. - Giomancer 06:01, 1 Mar 2005 (GMT)


 * Don't forget to cite the source though. You can do this using the   template.
 * Is this page supposed to be at Talk:ZDoom rather than Talk:Editing:ZDoom?
 * Angela 09:36, 1 Mar 2005 (GMT)


 * I think it's supposed to be here, as the talk page to Editing:ZDoom, although I'm not sure how consistent we've been with using namespaces. -- Jdowland 10:47, 12 August 2006 (UTC)

Now that I finally have the high-resolution-textures format specifications, I could write about that. But im not sure if its best to put it here or somehwere else. If more engines support this feature, it doesnt belong here (only if its specific to ZDoom only). This feature only involves changes in the TEXTURE# lump, so its likely other engines could support this as well. CodeImp 12:57, 1 Mar 2005 (GMT)


 * I don't know about the TEXTURE# lump specifically, but I do know of other source ports that have some compatibility with ZDoom, one example being (one of) Vavoom's method of generating slopes. My way (subject to change. ^.^) to handle this sort of thing would be to document such overlaps seperately, in each port's Editing section, but making note that the methods are compatible. - Giomancer 18:08, 1 Mar 2005 (GMT)