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need help with a script

User is offline   Stabs 

#1

need a script, how would i go about changing

if texture has X pal on X tile make it pal 0 and change it to tile X

also what was the easiest way to def a texture, jpg, png etc

tilefromtexture or something, cant quite remember

also the latest version 4338 will not load dukeplus and furthmore cant find the duke3d.grp it keeps trying to redirect me to the gog site

This post has been edited by DanM: 21 February 2014 - 10:00 AM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #2

Are you looking to have an 8-bit tile, or a highres tile?

8-bit

tilefromtexture <tilenum> { file "path/to/tile.png" }

hightile

texture <tilenum> { pal 0 { file "path/to/texture.png" } }

If you don't already have an 8-bit texture for a hightile you are defining, you'll want to either dummytile one or tilefromtexture one that has 1/4 the x and y dimensions.


For the M32script, give me the specifics of the tilenums and pal you need changed and I'll adapt my NW+/Vaca+ tilenum changers for your purposes.
1

User is offline   Kyanos 

#3

I'll help with your script but plz clarify.

Quote

if texture has X pal on X tile make it pal 0 and change it to tile X


I read that as; if any wall is pal X and also picnum Y then change to pal 0 picnum Z

mapster script would be

include samples/a
do for i allwalls { ife wall[i].pal ## ife wall[i].picnum #### set wall[i].pal 0 set wall[i].picnum #### }


oops Hendricks beat me to it, your probably better off getting his .M32 file than typing in your own code manually.

This post has been edited by Drek: 21 February 2014 - 10:11 AM

1

User is offline   Stabs 

#4

btw the graphics are all weird too now in the latest version

actually want to redef my DNE textures so they dont use pals and have their own tile, i want the simplest and easiest way to do that
then run the script. and re-run the fogging and vis again, and even see if this lua could even help out

any good text editors that could automate it even more

// CARPET (2428)
texture 2428 {
pal 0 { file "textures/carpet.png" }
pal 40 { file "textures/sign01.png" }
pal 41 { file "textures/sign02.png" }
pal 42 { file "textures/sign03.png" }
pal 43 { file "textures/sign05.png" }
pal 44 { file "textures/sign06.png" }
pal 45 { file "textures/sign07.png" }

look for lines that start with pal X, keep copy data from "" and rerewrite as

texture <incrementalnumber> { pal 0 { file COPIED""DATA } }

This post has been edited by DanM: 21 February 2014 - 10:16 AM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #5

Are you talking about modifying maps in addition to changing your def code? :blink:
0

User is offline   Stabs 

#6

may do some small mods TROR mods here and there, just the massive task of getting this script wrote right

i really need to change all the pals in the maps before i begin because my maps look like shit in new version with its new vis/fog system

and i want to know how to use shadefogx stuff with it too, fuck ill add in shrapnel city 2.0 to the collection to as a secret level

This post has been edited by DanM: 21 February 2014 - 03:33 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#7

Before you start changing your maps, perhaps it would be best to figure out why they look fucked up in new builds. Could be a fixable bug. There is also CON code to consider, if we are talking about DNE.
0

User is offline   Stabs 

#8

ya i wanna polish these maps up and do it right, i swear there is a command i used in wgr2 to make my fog look like the old mode in autoexec.cfg

pal 40 { file "textures/BIRCKS.png" } original

texture 8400 { pal 0 { file "textures/BIRCKS.png" } } why is this not working?


solved, needed dummytile

i'd really rather do this, once i get started this def and script will start writing itself

is my command line fine for new versions?
mapster32.exe -jDukePlus -hdukeplus.def -gDUKEPLUS_RESOURCES.zip -gedefs.zip -gemaps.zip -gematerials.zip

and dukeplus exhibits some weird bugs in the latest eduke

This post has been edited by DanM: 21 February 2014 - 04:17 PM

0

User is online   Mark 

#9

Do you mean r_pr_artmapping "0" for your fog thing.

This post has been edited by Mark.: 21 February 2014 - 04:18 PM

0

User is offline   Stabs 

#10

ya but i want to use all the newer improvements

got most of it sorted now, its all re-def time
0

User is offline   Stabs 

#11

k got the bricks redefed, have my script

do for i allwalls { ife wall[i].pal 40 ife wall[i].picnum 750 set wall[i].pal 0 set 

wall[i].picnum 7100 }

do for i allwalls { ife wall[i].pal 41 ife wall[i].picnum 750 set wall[i].pal 0 set 

wall[i].picnum 7101 }

do for i allwalls { ife wall[i].pal 42 ife wall[i].picnum 750 set wall[i].pal 0 set 

wall[i].picnum 7102 }

do for i allwalls { ife wall[i].pal 43 ife wall[i].picnum 750 set wall[i].pal 0 set 

wall[i].picnum 7103 }

do for i allwalls { ife wall[i].pal 44 ife wall[i].picnum 750 set wall[i].pal 0 set 

wall[i].picnum 7104 }

do for i allwalls { ife wall[i].pal 45 ife wall[i].picnum 750 set wall[i].pal 0 set 

wall[i].picnum 7105 }

do for i allwalls { ife wall[i].pal 46 ife wall[i].picnum 750 set wall[i].pal 0 set 

wall[i].picnum 7106 }

do for i allwalls { ife wall[i].pal 47 ife wall[i].picnum 750 set wall[i].pal 0 set 

wall[i].picnum 7107 }

do for i allwalls { ife wall[i].pal 48 ife wall[i].picnum 750 set wall[i].pal 0 set 

wall[i].picnum 7108 }

do for i allwalls { ife wall[i].pal 49 ife wall[i].picnum 750 set wall[i].pal 0 set 

wall[i].picnum 7109 }

do for i allwalls { ife wall[i].pal 54 ife wall[i].picnum 750 set wall[i].pal 0 set 

wall[i].picnum 7110 }

do for i allwalls { ife wall[i].pal 50 ife wall[i].picnum 750 set wall[i].pal 0 set 

wall[i].picnum 7111 }

do for i allwalls { ife wall[i].pal 51 ife wall[i].picnum 750 set wall[i].pal 0 set 

wall[i].picnum 7112 }

do for i allwalls { ife wall[i].pal 52 ife wall[i].picnum 750 set wall[i].pal 0 set 

wall[i].picnum 7113 }

do for i allwalls { ife wall[i].pal 53 ife wall[i].picnum 750 set wall[i].pal 0 set 

wall[i].picnum 7114 }


now just need to know how to make it one of those mass console commands in mapster
0

User is offline   Hendricks266 

  • Weaponized Autism

  #12

gamevar i 0 0

defstate danm_palfix
    do for i allwalls ife wall[i].picnum 750 
    {
        ife wall[i].pal 40 { set wall[i].pal 0 set wall[i].picnum 7100 }
        else ife wall[i].pal 41 { set wall[i].pal 0 set wall[i].picnum 7101 }
        else ife wall[i].pal 42 { set wall[i].pal 0 set wall[i].picnum 7102 }
        else ife wall[i].pal 43 { set wall[i].pal 0 set wall[i].picnum 7103 }
        else ife wall[i].pal 44 { set wall[i].pal 0 set wall[i].picnum 7104 }
        else ife wall[i].pal 45 { set wall[i].pal 0 set wall[i].picnum 7105 }
        else ife wall[i].pal 46 { set wall[i].pal 0 set wall[i].picnum 7106 }
        else ife wall[i].pal 47 { set wall[i].pal 0 set wall[i].picnum 7107 }
        else ife wall[i].pal 48 { set wall[i].pal 0 set wall[i].picnum 7108 }
        else ife wall[i].pal 49 { set wall[i].pal 0 set wall[i].picnum 7109 }
        else ife wall[i].pal 54 { set wall[i].pal 0 set wall[i].picnum 7110 }
        else ife wall[i].pal 50 { set wall[i].pal 0 set wall[i].picnum 7111 }
        else ife wall[i].pal 51 { set wall[i].pal 0 set wall[i].picnum 7112 }
        else ife wall[i].pal 52 { set wall[i].pal 0 set wall[i].picnum 7113 }
        else ife wall[i].pal 53 { set wall[i].pal 0 set wall[i].picnum 7114 }
    }
ends


Put this in a file, say b.m32.

In the console:
include b
do state danm_palfix

You may want to run another pass having replaced all "picnum" by "overpicnum".

Did you also want to change sector floor and ceiling textures?
0

User is offline   Stabs 

#13

def floor / ceiling / walls, everything that is using a pal to show another texture is getting its own tile so when i change its pal to the new fog it wont change the textures with it
CANNOT change any sprites pals tho

This post has been edited by DanM: 21 February 2014 - 06:12 PM

0

User is offline   Stabs 

#14

so i wrote what i needed

do for i allwalls { ife wall[i].pal 40 ife wall[i].picnum 750 set wall[i].pal 0 set wall[i].picnum 7100 }

do for i allwalls { ife wall[i].pal 41 ife wall[i].picnum 750 set wall[i].pal 0 set wall[i].picnum 7101 }

do for i allwalls { ife wall[i].pal 42 ife wall[i].picnum 750 set wall[i].pal 0 set 
wall[i].picnum 7102 }

do for i allwalls { ife wall[i].pal 43 ife wall[i].picnum 750 set wall[i].pal 0 set wall[i].picnum 7103 }

do for i allwalls { ife wall[i].pal 44 ife wall[i].picnum 750 set wall[i].pal 0 set wall[i].picnum 7104 }

do for i allwalls { ife wall[i].pal 45 ife wall[i].picnum 750 set wall[i].pal 0 set wall[i].picnum 7105 }

do for i allwalls { ife wall[i].pal 46 ife wall[i].picnum 750 set wall[i].pal 0 set wall[i].picnum 7106 }

do for i allwalls { ife wall[i].pal 47 ife wall[i].picnum 750 set wall[i].pal 0 set wall[i].picnum 7107 }

do for i allwalls { ife wall[i].pal 48 ife wall[i].picnum 750 set wall[i].pal 0 set wall[i].picnum 7108 }

do for i allwalls { ife wall[i].pal 49 ife wall[i].picnum 750 set wall[i].pal 0 set wall[i].picnum 7109 }

do for i allwalls { ife wall[i].pal 54 ife wall[i].picnum 750 set wall[i].pal 0 set wall[i].picnum 7110 }

do for i allwalls { ife wall[i].pal 50 ife wall[i].picnum 750 set wall[i].pal 0 set wall[i].picnum 7111 }

do for i allwalls { ife wall[i].pal 51 ife wall[i].picnum 750 set wall[i].pal 0 set wall[i].picnum 7112 }

do for i allwalls { ife wall[i].pal 52 ife wall[i].picnum 750 set wall[i].pal 0 set wall[i].picnum 7113 }

do for i allwalls { ife wall[i].pal 53 ife wall[i].picnum 750 set wall[i].pal 0 set wall[i].picnum 7114 }

do for i allwalls { ife wall[i].pal 40 ife wall[i].picnum 790 set wall[i].pal 0 set wall[i].picnum 7115 }

do for i allwalls { ife wall[i].pal 40 ife wall[i].picnum 787 set wall[i].pal 0 set wall[i].picnum 7116 }

do for i allwalls { ife wall[i].pal 41 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7117 }

do for i allwalls { ife wall[i].pal 40 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7118 }

do for i allwalls { ife wall[i].pal 42 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7119 }

do for i allwalls { ife wall[i].pal 43 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7120 }

do for i allwalls { ife wall[i].pal 44 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7121 }

do for i allwalls { ife wall[i].pal 45 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7122 }

do for i allwalls { ife wall[i].pal 46 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7123 }

do for i allwalls { ife wall[i].pal 47 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7124 }

do for i allwalls { ife wall[i].pal 48 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7125 }

do for i allwalls { ife wall[i].pal 49 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7126 }

do for i allwalls { ife wall[i].pal 50 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7127 }

do for i allwalls { ife wall[i].pal 51 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7128 }

do for i allwalls { ife wall[i].pal 52 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7129 }

do for i allwalls { ife wall[i].pal 53 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7130 }

do for i allwalls { ife wall[i].pal 54 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7131 }

do for i allwalls { ife wall[i].pal 55 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7132 }

do for i allwalls { ife wall[i].pal 56 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7133 }

do for i allwalls { ife wall[i].pal 57 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7134 }

do for i allwalls { ife wall[i].pal 58 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7135 }

do for i allwalls { ife wall[i].pal 59 ife wall[i].picnum 814 set wall[i].pal 0 set wall[i].picnum 7136 }

do for i allwalls { ife wall[i].pal 40 ife wall[i].picnum 393 set wall[i].pal 0 set wall[i].picnum 7137 }

do for i allwalls { ife wall[i].pal 40 ife wall[i].picnum 797 set wall[i].pal 0 set wall[i].picnum 7138 }

do for i allwalls { ife wall[i].pal 40 ife wall[i].picnum 783 set wall[i].pal 0 set wall[i].picnum 7139 }

do for i allwalls { ife wall[i].pal 41 ife wall[i].picnum 783 set wall[i].pal 0 set wall[i].picnum 7140 }

do for i allwalls { ife wall[i].pal 42 ife wall[i].picnum 783 set wall[i].pal 0 set wall[i].picnum 7141 }

do for i allwalls { ife wall[i].pal 43 ife wall[i].picnum 783 set wall[i].pal 0 set wall[i].picnum 7142 }

do for i allwalls { ife wall[i].pal 44 ife wall[i].picnum 783 set wall[i].pal 0 set wall[i].picnum 7143 }

do for i allwalls { ife wall[i].pal 42 ife wall[i].picnum 899 set wall[i].pal 0 set wall[i].picnum 7144 }

do for i allwalls { ife wall[i].pal 43 ife wall[i].picnum 899 set wall[i].pal 0 set wall[i].picnum 7145 }

do for i allwalls { ife wall[i].pal 44 ife wall[i].picnum 899 set wall[i].pal 0 set wall[i].picnum 7146 }

do for i allwalls { ife wall[i].pal 45 ife wall[i].picnum 899 set wall[i].pal 0 set wall[i].picnum 7147 }

do for i allwalls { ife wall[i].pal 40 ife wall[i].picnum 968 set wall[i].pal 0 set wall[i].picnum 7148 }

do for i allwalls { ife wall[i].pal 40 ife wall[i].picnum 0230 set wall[i].pal 0 set wall[i].picnum 7149 }

do for i allwalls { ife wall[i].pal 40 ife wall[i].picnum 4322 set wall[i].pal 0 set wall[i].picnum 7150 }

do for i allwalls { ife wall[i].pal 41 ife wall[i].picnum 4322 set wall[i].pal 0 set wall[i].picnum 7151 }

do for i allwalls { ife wall[i].pal 42 ife wall[i].picnum 4322 set wall[i].pal 0 set wall[i].picnum 7152 }

do for i allwalls { ife wall[i].pal 43 ife wall[i].picnum 4322 set wall[i].pal 0 set wall[i].picnum 7153 }

do for i allwalls { ife wall[i].pal 33 ife wall[i].picnum 2420 set wall[i].pal 0 set wall[i].picnum 7154 }

do for i allwalls { ife wall[i].pal 40 ife wall[i].picnum 2420 set wall[i].pal 0 set wall[i].picnum 7155 }

do for i allwalls { ife wall[i].pal 41 ife wall[i].picnum 2420 set wall[i].pal 0 set wall[i].picnum 7156 }

do for i allwalls { ife wall[i].pal 42 ife wall[i].picnum 2420 set wall[i].pal 0 set wall[i].picnum 7157 }

do for i allwalls { ife wall[i].pal 43 ife wall[i].picnum 2420 set wall[i].pal 0 set wall[i].picnum 7158 }

do for i allwalls { ife wall[i].pal 44 ife wall[i].picnum 2420 set wall[i].pal 0 set wall[i].picnum 7159 }

do for i allwalls { ife wall[i].pal 45 ife wall[i].picnum 2420 set wall[i].pal 0 set wall[i].picnum 7160 }

do for i allwalls { ife wall[i].pal 46 ife wall[i].picnum 2420 set wall[i].pal 0 set wall[i].picnum 7161 }

do for i allwalls { ife wall[i].pal 47 ife wall[i].picnum 2420 set wall[i].pal 0 set wall[i].picnum 7162 }

do for i allwalls { ife wall[i].pal 48 ife wall[i].picnum 2420 set wall[i].pal 0 set wall[i].picnum 7163 }

do for i allwalls { ife wall[i].pal 49 ife wall[i].picnum 2420 set wall[i].pal 0 set wall[i].picnum 7164 }

do for i allwalls { ife wall[i].pal 50 ife wall[i].picnum 2420 set wall[i].pal 0 set wall[i].picnum 7165 }

do for i allwalls { ife wall[i].pal 51 ife wall[i].picnum 2420 set wall[i].pal 0 set wall[i].picnum 7166 }

do for i allwalls { ife wall[i].pal 0 ife wall[i].picnum 2421 set wall[i].pal 0 set wall[i].picnum 7195 }

do for i allwalls { ife wall[i].pal 0 ife wall[i].picnum 2429 set wall[i].pal 0 set wall[i].picnum 7167 }

do for i allwalls { ife wall[i].pal 40 ife wall[i].picnum 2429 set wall[i].pal 0 set wall[i].picnum 7168 }

do for i allwalls { ife wall[i].pal 40 ife wall[i].picnum 2429 set wall[i].pal 0 set wall[i].picnum 7170 }

do for i allwalls { ife wall[i].pal 41 ife wall[i].picnum 2429 set wall[i].pal 0 set wall[i].picnum 7171 }

do for i allwalls { ife wall[i].pal 43 ife wall[i].picnum 2429 set wall[i].pal 0 set wall[i].picnum 7172 }

do for i allwalls { ife wall[i].pal 44 ife wall[i].picnum 2429 set wall[i].pal 0 set wall[i].picnum 7173 }

do for i allwalls { ife wall[i].pal 45 ife wall[i].picnum 2429 set wall[i].pal 0 set wall[i].picnum 7174 }

do for i allwalls { ife wall[i].pal 0 ife wall[i].picnum 2423 set wall[i].pal 0 set wall[i].picnum 7175 }

do for i allwalls { ife wall[i].pal 40 ife wall[i].picnum 2424 set wall[i].pal 0 set wall[i].picnum 7176 }

do for i allwalls { ife wall[i].pal 0 ife wall[i].picnum 2425 set wall[i].pal 0 set wall[i].picnum 7177 }

do for i allwalls { ife wall[i].pal 0 ife wall[i].picnum 2426 set wall[i].pal 0 set wall[i].picnum 7178 }

do for i allwalls { ife wall[i].pal 0 ife wall[i].picnum 2427 set wall[i].pal 0 set wall[i].picnum 7179 }

do for i allwalls { ife wall[i].pal 0 ife wall[i].picnum 2428 set wall[i].pal 0 set wall[i].picnum 7180 }

do for i allwalls { ife wall[i].pal 40 ife wall[i].picnum 2428 set wall[i].pal 0 set wall[i].picnum 7181 }

do for i allwalls { ife wall[i].pal 41 ife wall[i].picnum 2428 set wall[i].pal 0 set wall[i].picnum 7182 }

do for i allwalls { ife wall[i].pal 42 ife wall[i].picnum 2428 set wall[i].pal 0 set wall[i].picnum 7183 }

do for i allwalls { ife wall[i].pal 43 ife wall[i].picnum 2428 set wall[i].pal 0 set wall[i].picnum 7184 }

do for i allwalls { ife wall[i].pal 44 ife wall[i].picnum 2428 set wall[i].pal 0 set wall[i].picnum 7184 }

do for i allwalls { ife wall[i].pal 45 ife wall[i].picnum 2428 set wall[i].pal 0 set wall[i].picnum 7185 }

do for i allwalls { ife wall[i].pal 0 ife wall[i].picnum 2429 set wall[i].pal 0 set wall[i].picnum 7188 }

do for i allwalls { ife wall[i].pal 42 ife wall[i].picnum 2429 set wall[i].pal 0 set wall[i].picnum 7189 }

do for i allwalls { ife wall[i].pal 42 ife wall[i].picnum 2429 set wall[i].pal 0 set wall[i].picnum 7190 } 

do for i allwalls { ife wall[i].pal 43 ife wall[i].picnum 2429 set wall[i].pal 0 set wall[i].picnum 7191 }

do for i allwalls { ife wall[i].pal 44 ife wall[i].picnum 2429 set wall[i].pal 0 set wall[i].picnum 7192 }

do for i allwalls { ife wall[i].pal 45 ife wall[i].picnum 2429 set wall[i].pal 0 set wall[i].picnum 7193 }

do for i allwalls { ife wall[i].pal 0 ife wall[i].picnum 1870 set wall[i].pal 0 set wall[i].picnum 7194 }


so can mapster exec this as a txt file or will this have to be made into a mass command? and i need to make sure it only effects surfaces walls/ceilings/floors

strictly cannot change any sprites pal or shade, i need the map to uniform to a shade of 21 on all surface and change all pals to pal 31, tried using global pal but it changes sprites too.

ill get a steam game for someones time doing a task like this

This post has been edited by DanM: 21 February 2014 - 10:18 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #15

Your script as it stands will not work because you need braces around the two set commands. Compare the one you posted earlier to my modification.

Here is a more complicated script that will work for walls, floors, and ceilings.

Spoiler


Instructions:

Copy the above code into a text file named "b.m32".

Make a backup of any/all maps to which you will apply this script.

Type the following into the console:
include b
do state danm_palfix
do state danm_fogify

The line "do state danm_palfix" will make your texture corrections to all walls, floors, and ceilings. Then, "do state danm_fogify" will apply the pal and shade you mentioned to everything except sprites.

Let me know if there are any errors or problems. This script is completely untested.
1

User is offline   Stabs 

#16

wow cheers, that wokrs great, just need to do some scaling, work out why the duke plus frame rate bombs around flashing lights now, and maps should all be up to date for latest eduke versions, or even just straight out incorporated into dukeplus

pm if you want cheap steam game for your time

This post has been edited by DanM: 21 February 2014 - 11:24 PM

1

User is offline   Hendricks266 

  • Weaponized Autism

  #17

No need to repay me; I'm glad to help. (Plus it was good practice working with regular expressions.)
1

User is offline   Stabs 

#18

Thanks, welll this is working a treat, already TROR'ed the pool on the top floor of the hotel
0

User is offline   Helixhorned 

  • EDuke32 Developer

#19

View PostDanM, on 21 February 2014 - 03:32 PM, said:

i really need to change all the pals in the maps before i begin because my maps look like shit in new version with its new vis/fog system

I seriously suggest stopping right now and first trying out to find what the cause of it "looking like shit" is. Do you realize just how bad it is what you're doing? Multiplying textures dozen-wise just because a change appread to have fucked up the appearance of the maps? The solution is probably just a few options away, but it would certainly be helpful if you posted an example of what you mean exactly.

Quote

and i want to know how to use shadefogx stuff with it too, fuck ill add in shrapnel city 2.0 to the collection to as a secret level

The shadexfog stuff is for classic only. You can already construct independently shaded and fogged sectors in the GL modes; in Polymer that would be without ART mapping. Thinking about it, that may be the major reason for what you're experiencing. Polymer's ART mapping (r_pr_artmapping) makes things look a lot more like Classic, but the downside is that maps designed with the usual GL look in mind can get screwed up, particularly if there's fog involved, etc.
0

User is offline   Stabs 

#20

helix how do i def two different models to the same tile cause i want to use the new duke model for the player but keep the old duke model for edf/cops

ive done it before i know it can be done

This post has been edited by DanM: 22 February 2014 - 04:46 AM

0

User is offline   Danukem 

  • Duke Plus Developer

#21

View PostDanM, on 22 February 2014 - 04:24 AM, said:

helix how do i def two different models to the same tile cause i want to use the new duke model for the player but keep the old duke model for edf/cops

ive done it before i know it can be done


That sounds weird. Are you sure you aren't remembering something dukeplus related, like prop sprites perhaps? And don't some of the edf/cops actually have CON code AI? If it's not possible to do two models on one tile, we can do it another way.
0

User is offline   Stabs 

#22

guess i could just overwrite the new duke with the old one, one way of doing it

another is new skins for the new model

or old duke model gets used for bots edf/cops
0

User is offline   Danukem 

  • Duke Plus Developer

#23

While on this subject: Does the new Duke model have any additional animations, or is it just the same ones as before?
0

User is offline   Stabs 

#24

I dunno what to do, I personally think you should use the old model edf/cop bots

there is shrapnel city 2.0 you can add to the map list as a standalone, and the new lightning gun (ill mod it a tic to make it a secret level in eternity)

anywhoo the new model as a bot reverts to its 8-bit sprite when they crouch and die too.
0

User is offline   Stabs 

#25

whats was the command to make the grid huge again and also what script command can i use at console to move a whole map and not loose all floor and ceilings alignments to the dead center of the grid?
0

User is offline   Danukem 

  • Duke Plus Developer

#26

View PostDanM, on 22 February 2014 - 04:06 PM, said:

I dunno what to do, I personally think you should use the old model edf/cop bots

there is shrapnel city 2.0 you can add to the map list as a standalone, and the new lightning gun (ill mod it a tic to make it a secret level in eternity)

anywhoo the new model as a bot reverts to its 8-bit sprite when they crouch and die too.


I only have about an hour a day that I can mod, and all of that time is being devoted to my next Attrition update, so I hope you aren't expecting quick action on this. The lightning gun for example cannot simply be dropped into DukePlus since a lot of the code for it concerns Attrition specific features.
1

User is offline   Daedolon 

  • Ancient Blood God

#27

View PostDanM, on 22 February 2014 - 10:13 PM, said:

whats was the command to make the grid huge


mapster32.cfg

; Grid limits
editorgridextent = 131072 (default iirc?)

?
1

User is offline   Stabs 

#28

View PostTrooper Dan, on 23 February 2014 - 12:25 AM, said:

I only have about an hour a day that I can mod, and all of that time is being devoted to my next Attrition update, so I hope you aren't expecting quick action on this. The lightning gun for example cannot simply be dropped into DukePlus since a lot of the code for it concerns Attrition specific features.


ahhh ok, i might just force the old model back, keeps things simple... especially scaling in cut scenes and when they are props... shit this could be a nightmare, think ill stick with the old model.
ill test that see the scaling, who made that new duke model they might be keen to make some alt skins for me

you'll be glad to know my art is all so clean now and we have tiles, so you could add that to DP too for the next update, its about 94 nicely defined tiles.

cheers daed's, TROR water in DNE04 now

This post has been edited by DanM: 23 February 2014 - 12:38 AM

1

User is offline   Stabs 

#29

also if you could please please please check your flashing lights code when you have time next

just run DNE01 from my patch thread, even as a normal DP map, the red lights flashing in the cinemas arcade can reach the streets sometimes flashing, they flash way to BIG at random sometimes and really kills the FPS, playability is great though now till that flashing causes the game to pause for a second every few seconds once it starts

This post has been edited by DanM: 23 February 2014 - 12:57 AM

0

User is offline   Danukem 

  • Duke Plus Developer

#30

View PostDanM, on 23 February 2014 - 12:55 AM, said:

also if you could please please please check your flashing lights code when you have time next

just run DNE01 from my patch thread, even as a normal DP map, the red lights flashing in the cinemas arcade can reach the streets sometimes flashing, they flash way to BIG at random sometimes and really kills the FPS, playability is great though now till that flashing causes the game to pause for a second every few seconds once it starts


Not sure what I would check since they used to work perfectly. Something must have changed in EDuke32 to break them. If the output of the sin function is different now that would effect the max intensity of the light, for example. Hell for all I know it could be an issue with the 64 bit builds.
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