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Creating new levels

Alexandre-Xavier Labonté-Lamoureux edited this page Jan 8, 2019 · 9 revisions

MeshGlide supports levels in OBJ format (.obj files). Loading a level is done by using the -level command line parameter and specifying the path to the OBJ file. Its resources (textures) must be in the same folder so MeshGlide can find them.

Maps can be created easily using GZDoom Builder. You can build a DOOM map with this level editor and export it to OBJ from the "File" menu (check the boxes for texture export and 20% taller levels). The MTL (.mtl) file is useless, MeshGlide will not use it. In the OBJ file, add the file extensions to the material names (should be .PNG) and at the top of the file, specify setting scale 0.0313 which is the scale for DOOM maps. Player spawn spots must be added. See test.obj for an example.

Summary of what must be done so an OBJ from GZDoom Builder is made compatible

  • Use the editor to fully open any door that's on the level
  • Export the OBJ with textures and with the vertical scale increased by 20%
  • Delete the MTL file (unnecessary)
  • Add setting scale 0.0313 before anything else (comments don't matter)
  • Add a player spawn spot (example: thing spawn 640 -896 152 135)
  • Add the .PNG file extension to usemtl names
  • Save the file with Linux/Unix line endings (because the original uses Windows \r\n newlines)
  • Make sure the resources (textures) are in the same folder as the OBJ file

DOOM already has many WAD files that can be found online and converted in order to quickly get new levels to play. For example, TRINITY2.WAD was converted (video). Screenshots below.

screenshot_2019-01-07_12-37-11 screenshot_2019-01-07_12-38-54

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