I've been toying with this idea for a while, I've decided I will make videos based on my findings so people can use these tricks. As I release new videos I shall add the links to this thread. I don't know if this is better here or in the "Help Me" section. If anybody else wants to share a polymer trick, just add your link here or explain what you found and I'll add it to the list in this post.
Of course I can not be held rersponsible if you screw up your map, these aren't "Supported" methods and might get broken as EDuke is updated.
Video #1; In this video I explain how to make simple tunnels and bridges as well as a simplistic balcony that shall be expanded upon in a later video.
Next time, I shall demonstrate how to add a sloped roof to a building, make a simple RoR effect and improove the balcony.
Page 1 of 1
Polymer Tricks "And how to do them"
#1 Posted 06 November 2010 - 03:55 PM
#2 Posted 06 November 2010 - 04:29 PM
This is unfucking real! As you said, it's not officially supported, but it sort of kinda works, donnit?
#3 Posted 06 November 2010 - 04:37 PM
That it does, but like I state in the video, it is probably best to leave it until the end of a map's construction and back the thing up before attempting it, it is probably more useful for decoration than it is for useability.
#4 Posted 06 November 2010 - 04:45 PM
Good tutorial for advanced effects.
Shame the stuff only works in Polymer.
Shame the stuff only works in Polymer.
#5 Posted 06 November 2010 - 04:47 PM
i loved the sloping part ^^ nice vid
but have you ever tried that the map file will crash or something?
but have you ever tried that the map file will crash or something?
This post has been edited by Jhect: 06 November 2010 - 04:49 PM
#7 Posted 06 November 2010 - 05:02 PM
Thanks everyone.
@The Commander; Yeah, it's a shame it only works in Polymer, because right now I guess it limits the amount of people able to play the map, weirdly if I load it in Polymost I can sometimes see the outline of what would be there (The HoM effect will only occur for the walls inside of the tunnel for example).
@Jhect; It can sometimes cause the editor to crash, which is why I reccomend leaving it until last in a map, it can also screw over the whole map making it impossible to add more sectors (Well, you can add as many as you want, but they won't appear and strange things happen) but this only seems to happen if you keep messing around with something you have already done though it will just happen randomly sometimes, hence I reccomend making a new backup of the map before any major change.
In all honesty, the only time I've ever made it completely wreck the map and crash the game was when I had made an elaborate sloped roof on a windowed building in a test map.
I might try it out in LAN tomorrow because I am curious as to what kind of Sync issues it could cause, if any.
@The Commander; Yeah, it's a shame it only works in Polymer, because right now I guess it limits the amount of people able to play the map, weirdly if I load it in Polymost I can sometimes see the outline of what would be there (The HoM effect will only occur for the walls inside of the tunnel for example).
@Jhect; It can sometimes cause the editor to crash, which is why I reccomend leaving it until last in a map, it can also screw over the whole map making it impossible to add more sectors (Well, you can add as many as you want, but they won't appear and strange things happen) but this only seems to happen if you keep messing around with something you have already done though it will just happen randomly sometimes, hence I reccomend making a new backup of the map before any major change.
In all honesty, the only time I've ever made it completely wreck the map and crash the game was when I had made an elaborate sloped roof on a windowed building in a test map.
I might try it out in LAN tomorrow because I am curious as to what kind of Sync issues it could cause, if any.
This post has been edited by High Treason: 06 November 2010 - 05:03 PM
#8 Posted 06 November 2010 - 05:12 PM
Whats that plagman? your going to make overlapped sectors work properly?
wow thats pretty cool,what a champ!
wow thats pretty cool,what a champ!
#9 Posted 06 November 2010 - 05:13 PM
hehe i saw the picture of your map in a other thread. and you showed that tunnel and i was kinda confused o.O i wanted to have the kind of same thing in my map. so i had to find out how to do it and i found another way. but its way more buggy :S
#10 Posted 06 November 2010 - 06:15 PM
Nevermind actually. HT already said it.
This post has been edited by Captain Awesome: 06 November 2010 - 06:16 PM
#11 Posted 06 November 2010 - 07:41 PM
WAtching that fucking hurt me... I'm a psycho when Trying to keep things as normal as possible and this goes beyond all I avoid in any mapping LOL.
#12 Posted 06 November 2010 - 08:29 PM
DavoX, on Nov 7 2010, 04:41 AM, said:
WAtching that fucking hurt me... I'm a psycho when Trying to keep things as normal as possible and this goes beyond all I avoid in any mapping LOL.
yeq i know the feeling but remember that room over room is pretty useful and it should be seen as "normal" if possible in the future of duke3d mappers right? i mean not being able to make 2 rooms over each other really is a pain in the @£s
#13 Posted 06 November 2010 - 08:46 PM
You can say that again. I'd rather be able to do ROR than have working server based multiplayer (nudge nudge)
#14 Posted 07 November 2010 - 03:41 AM
Great to see that a thing previously considered as an obvious flaw can really benefit in a new renderer. Still it seems to be quite buggy.
This post has been edited by CraigFatman: 07 November 2010 - 10:38 AM
#15 Posted 07 November 2010 - 11:53 AM
Thank you very much for the video, HighTreason. I'll be sure to find a way or two to use this.
Share this topic:
Page 1 of 1