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Creating new levels
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 scale 0.0313
which is the scale for DOOM maps. Player spawn spots must be added. See test.obj for an example.
- 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
scale 0.0313
before anything else (except comments) - Add a player start (example:
p -1800 800 0 180
) - Add the
.PNG
file extension tousemtl
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.