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NB(C?)BP  "Build project for new builders"

User is offline   Spirrwell 

  • tile 1018

#91

Well here's a screenshot of the outter part of my part of the level: Posted Image
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User is offline   Mikko 

  • Honored Donor

#92

It's fine except it's lacking details, lighting effects, sprites and texturing.
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User is offline   Spirrwell 

  • tile 1018

#93

View PostMikko_Sandt, on Jul 8 2010, 11:23 AM, said:

It's fine except it's lacking details, lighting effects, sprites and texturing.

The start has quite a bit of that, I'm working on the basic design of it for right now. I couldn't take a picture of the start because I'd give away too much. Later I'll add in more weapons, lights, etc.

This post has been edited by Spirrwell: 08 July 2010 - 07:39 AM

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User is offline   Sangman 

#94

View PostSpirrwell, on Jul 8 2010, 05:35 PM, said:

I couldn't take a picture of the start because I'd give away too much.


Then don't post a picture at all? :)
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User is offline   Shawneth 

#95

Spirrwell, be sure to join the YANG chat,

PASS: Duke4
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User is offline   Radar 

  • King of SOVL

#96

I think it's safe to say I'm about 30% done with my map. I'll hopefully have it done sometime in the next 7 days. :) Screenies soon.
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User is offline   Spirrwell 

  • tile 1018

#97

View PostSangman, on Jul 8 2010, 11:44 AM, said:

Then don't post a picture at all? :)

I don't know, I guess I just like the HRP sky.

Edit: before I get too far ahead of myself is this too big? Posted Image

This post has been edited by Spirrwell: 08 July 2010 - 04:10 PM

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User is offline   Mikko 

  • Honored Donor

#98

You seem to use an awful lot of space for just 135 sectors. Is that the extended grid size?

Anyways, I haven't seen the map and I'm not even participating in this but you might want to consider scrapping some rooms altogether and focusing on detailing the few you decide to keep. If you plan on detailing all that, you may end up using a hell of a lot of sectors and walls. If you don't, it'll end up looking ridiculously empty.
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User is offline   Micky C 

  • Honored Donor

#99

It would have been nice if you zoomed up more when taking the screenshot :) but anyway it doesn't matter too much because sectors can easily be dragged outside the grid.

See here the yellow section will be the size of my section when it's finished, and I've also pointed out the section I've dragged outside. The problem is, I know how to edit sectors or even drag them back in after this has happened, so it's best to drag them out at the end.

Posted Image


Edit: btw that's all one building in the yellow if anyone was wondering.

This post has been edited by Micky C: 08 July 2010 - 04:57 PM

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User is offline   Spirrwell 

  • tile 1018

#100

View PostMikko_Sandt, on Jul 8 2010, 08:52 PM, said:

You seem to use an awful lot of space for just 135 sectors. Is that the extended grid size?

Anyways, I haven't seen the map and I'm not even participating in this but you might want to consider scrapping some rooms altogether and focusing on detailing the few you decide to keep. If you plan on detailing all that, you may end up using a hell of a lot of sectors and walls. If you don't, it'll end up looking ridiculously empty.

I do plan on using all the space I can. Like I said I'm working on the basic design right now.

Edit: Hate bother you with a stupid question, but how do I copy sectors? I know how to move them, can they be copied?

This post has been edited by Spirrwell: 08 July 2010 - 06:09 PM

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User is offline   Micky C 

  • Honored Donor

#101

hold down alt, drag the green square appropriately so all the sectors you want to copy are completely inside, let go of alt then the sectors should be highlighted green, then press insert and they'll be copied in the same location, the new sectors being highlighted. At this point you'll want to drag these sectors into a different area. I might as well point out you can do the same thing with sprites except you use right shift instead of alt. These can really come in handy :)
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User is offline   Spirrwell 

  • tile 1018

#102

View PostMicky C, on Jul 8 2010, 10:38 PM, said:

hold down alt, drag the green square appropriately so all the sectors you want to copy are completely inside, let go of alt then the sectors should be highlighted green, then press insert and they'll be copied in the same location, the new sectors being highlighted. At this point you'll want to drag these sectors into a different area. I might as well point out you can do the same thing with sprites except you use right shift instead of alt. These can really come in handy :)

Ahh, thank you.
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User is offline   Stabs 

#103

pasting can only be done in unoccupied space aswell

pasting inside white sectors or red sectors will cause corruption.

also if the points line up 100% you can place them right along the line of an adjacent sector

this is good for making stairs
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User is offline   VinsaneOne 

#104

View PostMikko_Sandt, on Jul 8 2010, 11:23 AM, said:

It's fine except it's lacking details, lighting effects, sprites and texturing.

That's to be expected in this project. Remember, it's for Noob's like me showing their first map. Besides, this is a w.i.p. so it might be better waiting untill it's finished, don't you think? :)
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User is offline   Mikko 

  • Honored Donor

#105

View PostVinsaneOne, on Jul 9 2010, 06:29 AM, said:

That's to be expected in this project. Remember, it's for Noob's like me showing their first map. Besides, this is a w.i.p. so it might be better waiting untill it's finished, don't you think? :)


Which is why I should come up with suggestions on how to improve design now and not when it's finished.

Also note that you may need to coordinate your sky usage. If one sky consists of multiple tiles (such as the LA sky), single-tile skies get fucked up IIRC (or vice-versa).
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User is offline   Micky C 

  • Honored Donor

#106

omg I must have spent over 2 hours shading the outside of the entrance to my building. The area isn't even that big :) but 3 dimensional shadows on walls takes a lot of effort, you'll see when you play the map :)

also I realized that after referencing the front page, and scanning through this thread, that I'm probably the only active mapper from this project who hasn't finished? are others who haven't finished still working on theirs or am I the only one? :S
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User is offline   Spirrwell 

  • tile 1018

#107

View PostMicky C, on Jul 9 2010, 11:02 AM, said:

omg I must have spent over 2 hours shading the outside of the entrance to my building. The area isn't even that big :) but 3 dimensional shadows on walls takes a lot of effort, you'll see when you play the map :)

also I realized that after referencing the front page, and scanning through this thread, that I'm probably the only active mapper from this project who hasn't finished? are others who haven't finished still working on theirs or am I the only one? :S

I'm still working on mine, I re-did mine I'm about 50% done.
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User is offline   Shawneth 

#108

As soon as I find a way to save my Duke Nukem computer, I will see everyones part, and make sure no one interferes with someone elses.
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User is offline   Radar 

  • King of SOVL

#109

I'm still working on mine too Micky C. You are not alone. :)



I need help
How do you make a dipswitch invisible? I want to make it so you see the bloody handprint sprite on the wall and you click on it to open a secret. It seems I have to do that by placing a dipswitch2 in the handprint's exact spot on the wall, but how do I make the dipswitch invisible?
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User is offline   Spiker 

#110

Ever thought about rotating the switch so that it faces the wall? (Of course I'm talking about a wall aligned switch) If it's still visible you can put it inside the wall if it's a player valid space, just be sure it's on a right height.

This post has been edited by Spiker: 09 July 2010 - 10:24 AM

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User is offline   VinsaneOne 

#111

My original map got a full overhauling and I have sent it in. This new and final version is not only SP thanks to Commando Nukem, it's set for Co-op and DM as well! I can't wait to release it for you all to play. Truth is, I think it kicks ass and is loaded with good old duke action!

The story:

Duke tries going to the USVI, but his vacation is cut short by thoes alien scumbags! Escape the parking garage, sewers and the Alien's underground nest to the airport. But when all flights are grounded, there's only one other way to fly, and it ain't first class!

This post has been edited by VinsaneOne: 09 July 2010 - 10:39 AM

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User is offline   underTaker 

#112

View PostRadar1013, on Jul 9 2010, 08:09 PM, said:

I'm still working on mine too Micky C. You are not alone. :)



I need help
How do you make a dipswitch invisible? I want to make it so you see the bloody handprint sprite on the wall and you click on it to open a secret. It seems I have to do that by placing a dipswitch2 in the handprint's exact spot on the wall, but how do I make the dipswitch invisible?


For thing like that, just do DIPSWITCH 1-sided, and rotate it facing the wall, like this:

Posted Image
On the picture, you can see already DIPSWITCH - facing upside right, and Handprintswitch - facing downside left. Theres also Bloodsplat sprite, but don't look on it.


However, there is method to make sprite completly invisible - just set sprite's Cstat to 32768 (by pressing F8 on the sprite in 2D mode), but it doesn't work in HRP. I don't really know if button is functioning correctly with it - i will have to check it more carefully.
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User is offline   Shawneth 

#113

You know, this shouldn't be that hard to explain, just hit "1" on the sprite and rotate it around. How hard could it be?
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User is offline   Radar 

  • King of SOVL

#114

Pretty obvious solution, should have came to me. Thanks for the help! :)
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User is offline   Shawneth 

#115

Please update your percentage done.
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User is offline   Radar 

  • King of SOVL

#116

I wrote in a previous post I was 30% done, but since today I've grown to about 50%.

This post has been edited by Radar1013: 09 July 2010 - 05:32 PM

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User is offline   Micky C 

  • Honored Donor

#117

Ok call me 65% done, although it's kind of hard to assign a numerical value to it :)

oh, and shawneth, I've sent you an email with some potential tracks for the level music, I hope they help.
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User is offline   Spirrwell 

  • tile 1018

#118

View PostMicky C, on Jul 9 2010, 10:59 PM, said:

Ok call me 65% done, although it's kind of hard to assign a numerical value to it :)

Yeah it really is, I said 55%, but I still think I have MUCH more to go. I guess it all depends on how it plays out.
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User is offline   Radar 

  • King of SOVL

#119

Something interesting happened today. Luckily I have backups of my map. I clicked the "Test Map" button in Mapster32 and when EDuke32 came up it just simply crashed. I kept clicking the "test map" button over and over again in Mapster resulting in the same crash in EDuke32. I decided to investigate the map to see if anything was wrong with it, and then I noticed that all the sprites were deleted! Luckily I have backups of my map, but what made all the sprites dissapear? Is there a "delete all sprites" or "make all sprites invisible" button in mapster that I am unaware of? Or was it just a mapster bug? Has this ever happened to any of you guys before? :) I was using a fairly old build from June 16 2009, I'm downloading the latest build right now. :)

This post has been edited by Radar1013: 10 July 2010 - 10:32 AM

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User is offline   Forge 

  • Speaker of the Outhouse

#120

View PostRadar1013, on Jul 10 2010, 01:31 PM, said:

Something interesting happened today. Luckily I have backups of my map. I clicked the "Test Map" button in Mapster32 and when EDuke32 came up it just simply crashed. I kept clicking the "test map" button over and over again in Mapster resulting in the same crash in EDuke32. I decided to investigate the map to see if anything was wrong with it, and then I noticed that all the sprites were deleted! Luckily I have backups of my map, but what made all the sprites dissapear? Is there a "delete all sprites" or "make all sprites invisible" button in mapster that I am unaware of? Or was it just a mapster bug? Has this ever happened to any of you guys before? :) I was using a fairly old build from June 16 2009, I'm downloading the latest build right now. :)


Corrupted sector or sector bug. If you recently deleted a sector it may have deleted all the sprites along with it.
All the sprites can also disappear if mapster crashed as you reported.

Never launch "test map" if mapster in in full screen mode and always make a backup before you try to launch it that way.
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