making custom textures for my next map
Ion Fury Mapping
#121 Posted 14 January 2020 - 03:08 PM
#125 Posted 10 February 2020 - 09:46 PM
The OP stated we could ask general questions here - so here goes; is there a reason why Ion Fury didn't use transparent submersible water sectors? I'd like to implement some transparent water in my project but figure if the devs chose not to use it then I suspect this was because of bugs/glitches? I see that the sample ROR map in eduke32 contains use of SE40, but this seems very limited, in that the underwater sector has to match the red AND white walls of the above-water sector... The other option seems to be TROR, which I understand Ion Fury did use in certain sections.. but not water sectors. Was this initially attempted but later found to be too buggy?
#126 Posted 10 February 2020 - 09:55 PM
There were some issues with TROR water transitions that we didn't get around to fixing or even really make an effort to fix, because we had so much other stuff to finish and it wasn't really any kind of killer feature we absolutely had to have.
#127 Posted 10 February 2020 - 10:31 PM
TerminX, on 10 February 2020 - 09:55 PM, said:
There were some issues with TROR water transitions that we didn't get around to fixing or even really make an effort to fix, because we had so much other stuff to finish and it wasn't really any kind of killer feature we absolutely had to have.
Fair enough - thanks!
#129 Posted 12 February 2020 - 01:13 AM
I'd like to say that I kinda want to make a map for Ion Fury, but I want to make a very specific kind of map. The original mappers set the bar so extremely high that every user map would look pale by comparison. I don't really want to make a single-player map, since I don't think I'll be good enough to make even a small map that'll be good by game's standarts, let alone my own criteras. I think I can tackle a "Queen of the Hill" type of map, but as I understand you need to have a serious code input in order to make such map, so let's not consider this option.
I actually kinda excited about the multiplayer - I think IF will be as good as Blood in this regard. I would like to make a MP map! Do you think it'll be a good idea to start making such a map right now, keeping in mind that there'll be online mode in the future?
I actually kinda excited about the multiplayer - I think IF will be as good as Blood in this regard. I would like to make a MP map! Do you think it'll be a good idea to start making such a map right now, keeping in mind that there'll be online mode in the future?
#130 Posted 12 February 2020 - 04:34 AM
If you need help with qoth, I can assist you there.
It's all map effects, there is actually very little supporting code. Prototypes were done before the game mode code was even started
... Actually QOTH is even optional, you can use map effects to create pseud-gamemode maps as the logic allows you to create rudimentary state machines, i.e. kill 10 guys and door opens and more spawn once you reach a new trigger. You could even create a sort of time-crisis/arenafight like scenario (where you can move freely) where you fight room by room and get some supplies and cool shit.
I wouldn't worry too much about comparisons, the texture set is quite flexible that allows very different styles to be done without too much trouble, go for something unique!
It's all map effects, there is actually very little supporting code. Prototypes were done before the game mode code was even started
... Actually QOTH is even optional, you can use map effects to create pseud-gamemode maps as the logic allows you to create rudimentary state machines, i.e. kill 10 guys and door opens and more spawn once you reach a new trigger. You could even create a sort of time-crisis/arenafight like scenario (where you can move freely) where you fight room by room and get some supplies and cool shit.
I wouldn't worry too much about comparisons, the texture set is quite flexible that allows very different styles to be done without too much trouble, go for something unique!
#131 Posted 14 February 2020 - 03:20 AM
oasiz, on 12 February 2020 - 04:34 AM, said:
If you need help with qoth, I can assist you there.
It's all map effects, there is actually very little supporting code. Prototypes were done before the game mode code was even started
... Actually QOTH is even optional, you can use map effects to create pseud-gamemode maps as the logic allows you to create rudimentary state machines, i.e. kill 10 guys and door opens and more spawn once you reach a new trigger. You could even create a sort of time-crisis/arenafight like scenario (where you can move freely) where you fight room by room and get some supplies and cool shit.
It's all map effects, there is actually very little supporting code. Prototypes were done before the game mode code was even started
... Actually QOTH is even optional, you can use map effects to create pseud-gamemode maps as the logic allows you to create rudimentary state machines, i.e. kill 10 guys and door opens and more spawn once you reach a new trigger. You could even create a sort of time-crisis/arenafight like scenario (where you can move freely) where you fight room by room and get some supplies and cool shit.
Glad to hear that there's so much options available!
Allright then. I'll try to make a map with QOTH mode in mind. If I actually manage to make something, I'll contact you in a month or two.
#133 Posted 23 March 2020 - 09:24 PM
#134 Posted 23 March 2020 - 10:20 PM
If he wants, he can make his own thread for it
really good map too
just feel enemy and item placement is kinda off
really good map too
just feel enemy and item placement is kinda off
#135 Posted 01 April 2020 - 06:14 PM
Anther up date
got the blood to ignore the floor Pal by giving the blood sprites an owner of -1024, pretty useful
got the blood to ignore the floor Pal by giving the blood sprites an owner of -1024, pretty useful
#136 Posted 05 April 2020 - 09:59 AM
That -1024 owner trick should work on most sprites to "spritenopal" (ignore sector floor palette) them, except for the ones where you are using .owner as a current tag, of course.
#137 Posted 07 April 2020 - 03:20 AM
should work for what I want
this whole map has be just a test to see what I can do without having to add .art or .con files
this whole map has be just a test to see what I can do without having to add .art or .con files
#138 Posted 18 April 2020 - 06:51 PM
It's been to long with out anyone posting updates here
lets fix that
lets fix that
#146 Posted 04 June 2020 - 05:46 PM
Made this video as a very basic "how to set up mapster32" for Ion Fury. You guys probably don't need it lol. But here goes!
#147 Posted 04 June 2020 - 09:19 PM
oh
never mind it works now
never mind it works now
This post has been edited by Truck Stop Santa Claus: 04 June 2020 - 09:20 PM
#149 Posted 25 June 2020 - 12:52 PM
Davox – Ion Fury Level Design: Part Two
Davox – Ion Fury Level Design: Part Three
When/if Davox posts his videos here on duke4, please delete my post. Cheers!
Davox – Ion Fury Level Design: Part Three
When/if Davox posts his videos here on duke4, please delete my post. Cheers!
#150 Posted 30 June 2020 - 12:37 PM
Awesome stuff. I wish I had such tutorials back in the day. I learned Mapster using book for Build, great memories anyway.