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Certain effects in mapster?\SW and DN3D mod

User is offline   Spirrwell 

  • tile 1018

#1

There are effects from Shadow Warrior that I haven't seen used in Duke3D, how do you create them in mapster\can they be created in mapster is what I'm wondering.

This video shows the effects http://www.youtube.c...h?v=o3ejmj2KmW8

The two in particular I'm interested in is at 0:11 and at 0:23.

It looks a lot like SE 7, but you can see under the water, and see the room over the room as if it were right there. At least that's how I think it is. If it can't be done, then I'll just mod SW to be like Duke3D by taking art from DUKE3D.GRP and putting it in SW.GRP while making appropriate modifications to sound and other things, and one day I'll write program to do it automatically if I get that far.

This post has been edited by Spirrwell: 05 February 2011 - 01:51 PM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2

Have you ever looked at the "ror.map" in the samples folder???
(Doesn't work in Polymer)

This post has been edited by The Commander: 05 February 2011 - 01:33 PM

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User is offline   Spirrwell 

  • tile 1018

#3

View PostThe Commander, on Feb 5 2011, 04:30 PM, said:

Have you ever looked at the "ror.map" in the samples folder???
(Doesn't work in Polymer)

Ah no I haven't, I'll check that now.
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User is offline   Micky C 

  • Honored Donor

#4

Yes it can be done using SEs 40 and 46. I'm not sure how though. Look at ror.map in the samples folder in mapster to figure out what to do, and when you open up the map in-game you can see the water is transparent and it's kind of a neat effect, but it doesn't work in polymer. You're also supposed to be able to use these sector effectors for normal ROR but that's even more complicated. It's possible though.

Edit: wow it took me so long to write this post that there were 2 replies in-between :(

This post has been edited by Micky C: 05 February 2011 - 01:37 PM

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User is offline   Spirrwell 

  • tile 1018

#5

Heheh, yeah thanks. I get it now. Anyway, I've been pondering about this for a while, what would be the advantages\disadvantages of making a Shadow Warrior mod in Duke3D (making it usable with eduke32) or making a Duke3D mod in Shadow Warrior. I was led to believe that Shadow Warrior had the neater code, even though it doesn't have CON files. Also a Shadow Warrior mod for eduke32 could bring more people into the classics turn them into SW\Duke3D.

Since I can't just make a mod like that and release it for obvious reasons, I would create batch file to be used with kgroup, kextract, and such, so you could mod it yourself if you have both games, or just the shareware versions. I was just wondering what the thoughts are on this idea.
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User is offline   Hendricks266 

  • Weaponized Autism

  #6

Captain Awesome and I have pondered such a mod (SW on EDuke32) and it's getting more possible as time goes by. ROR is partway done. Sector vehicles could be made with models (like in the Jurassic Park TC) and Helixhorned's sector collision, which would remove the limitation of a one-sector range.
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User is offline   Spirrwell 

  • tile 1018

#7

Well I think it would be a good idea, I'm going to get off my dead ass and play around with it for a bit.

This post has been edited by Spirrwell: 05 February 2011 - 03:02 PM

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User is offline   Scott_AW 

#8

I was wondering about this effect too from Shadow Warrior, but I had only heard of the faked method with floor tiles.

So I decided to play with it myself to get some transparent water.

First off you should make sure, like the water teleporter, that the sectoreffect is in the same position on the underwater map as the overwater map or things get shifted.

Be sure to press T twice on floors and cielings, so it has a 256, not 128 value or else it doesn't do anything.

If surrounding areas of the water sector are open above, use hitscan blockable walls to simulate where the wall should be and make a sector that would cover this area above water. Works both above and below. The ROR sample does it below, and I did it above.

Use the 46 to omit sectors that won't be seen, this is important as if you don't use this, you nasty visual issues. This also should apply to the sectors you add for what I mentioned earlier. I think its similar to how mirrors work in a way.

Attached File  capt0002.zip (26.42K)
Number of downloads: 216
Didn't have a program on hand to convert the TGA, but theres a capture in the zip of it. I just basicly made big old sectors around the areas that would be 2-way walls above the water.

This post has been edited by Scott_AW: 05 February 2011 - 05:03 PM

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User is offline   Spirrwell 

  • tile 1018

#9

Thanks. Anyway, I messed around with it for a bit, and all I came up with was palette issues. I'm not the right person for the job, it was good thought though.
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User is offline   Scott_AW 

#10

Oh, and they need to have matching Hi-tags much like teleporters.
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#11

View PostScott_AW, on 05 February 2011 - 09:26 PM, said:

Oh, and they need to have matching Hi-tags much like teleporters.


i have downloaded Shadow.Warrior.High.Resolution.v3.4-MasterFaster

and i putt eduke in there t o use mapster but it wont work

how can i use mpaster to design sw maps?

also in duke nukem 3d what file and line contains the enemy attack and life rate?
-1

User is offline   Hendricks266 

  • Weaponized Autism

  #12

Mapster32 should work to design the geometry just like the SW build.exe can if you rename or link SW.GRP to DUKE3D.GRP. You just have to have a knowledge of how to do all the SW-native effects.

The file you are probably looking for is USER.CON.

(BTW, MasterFaster can suck a dick. His EveryFuckingThingEverInOneTorrent packs only perpetuate ignorance and outdated versions of both mods and software.)
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#13

View PostHendricks266, on 11 January 2012 - 09:33 PM, said:

MasterFaster can suck a dick. His EveryFuckingThingEverInOneTorrent packs only perpetuate ignorance and outdated versions of both mods and software.

Quoted for great justice.
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User is offline   Jimmy 

  • Let's go Brandon!

#14

Can we please get a rule to ban idiots that come here and openly stated they've downloaded broken pirated junk torrents? They don't bring anything good to the table.
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User is offline   Hendricks266 

  • Weaponized Autism

  #15

It's not worthwhile to ban them and that reflects a sense of elitism, even over the idiocracy. Rather, we should type up a "Read this if you are a dumbshit noob" tutorial and link them to it along with a swift kick in the ass.
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