Re: DOOM map conversions?
Posted: Sat Jun 27, 2026 9:16 pm
Attach test map with multiple customised actors.
Note: This test map requires “SBBeepTriggerV4”.
1/ If you need invisible MonsterEnd for Barbie´s servers.
(note: If bHidden=True, then MapPatcher will fix it on fly and will set bHidden=False!)
a) Not visible “MonsterEnd0”
DrawType=DT_None
b) and rotating mover as a guidance for player where is located invisible MHEND.
RotatingMover1
Tag="mvr_end"
Texture=Doom2tex/GATE3
2/ Doom switcher:
Mover19 (from MH-Geryon-test4) has front face textured by ”dMonitor901”
Bounce the Mover19 and you will see how the front texture will change from “switch OFF” to “switch ON”
For more intel check actor “TriggeredTexture1”
DestinationTexture=ScriptedTexture'MyLevel.Button.dMonitor901'
Textures(0)=Texture'MyLevel.Button.switchoff'
Textures(1)=Texture'MyLevel.Button.switchon'
3/ If you want to use more “TriggeredTextures”.
There is collection of actors with tags, Group="D_monitor":
Tag="TRGTXTR_dMonitor902" and bTriggerOnceOnly=True
Tag="TRGTXTR_dMonitor903" and bTriggerOnceOnly=True
These actors could be bounced repeatedly:
Tag="TRGTXTR_dMonitor904" and bTriggerOnceOnly=False
Tag="TRGTXTR_dMonitor905" and bTriggerOnceOnly=False
Tag="TRGTXTR_dMonitor906" and bTriggerOnceOnly=False
4/ All custom textures = = => Textures/MyLevel
5/ Rotating “IdBase Silver Key”
This is Quake key but you can switch texture for other.
Bounce the key (Mover24) to see how it works.
Note: This test map requires “SBBeepTriggerV4”.
1/ If you need invisible MonsterEnd for Barbie´s servers.
(note: If bHidden=True, then MapPatcher will fix it on fly and will set bHidden=False!)
a) Not visible “MonsterEnd0”
DrawType=DT_None
b) and rotating mover as a guidance for player where is located invisible MHEND.
RotatingMover1
Tag="mvr_end"
Texture=Doom2tex/GATE3
2/ Doom switcher:
Mover19 (from MH-Geryon-test4) has front face textured by ”dMonitor901”
Bounce the Mover19 and you will see how the front texture will change from “switch OFF” to “switch ON”
For more intel check actor “TriggeredTexture1”
DestinationTexture=ScriptedTexture'MyLevel.Button.dMonitor901'
Textures(0)=Texture'MyLevel.Button.switchoff'
Textures(1)=Texture'MyLevel.Button.switchon'
3/ If you want to use more “TriggeredTextures”.
There is collection of actors with tags, Group="D_monitor":
Tag="TRGTXTR_dMonitor902" and bTriggerOnceOnly=True
Tag="TRGTXTR_dMonitor903" and bTriggerOnceOnly=True
These actors could be bounced repeatedly:
Tag="TRGTXTR_dMonitor904" and bTriggerOnceOnly=False
Tag="TRGTXTR_dMonitor905" and bTriggerOnceOnly=False
Tag="TRGTXTR_dMonitor906" and bTriggerOnceOnly=False
4/ All custom textures = = => Textures/MyLevel
5/ Rotating “IdBase Silver Key”
This is Quake key but you can switch texture for other.
Bounce the key (Mover24) to see how it works.