
Certain effects in mapster?\SW and DN3D mod
#1 Posted 05 February 2011 - 01:27 PM
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
#2 Posted 05 February 2011 - 01:30 PM
(Doesn't work in Polymer)
This post has been edited by The Commander: 05 February 2011 - 01:33 PM
#3 Posted 05 February 2011 - 01:34 PM
The Commander, on Feb 5 2011, 04:30 PM, said:
(Doesn't work in Polymer)
Ah no I haven't, I'll check that now.
#4 Posted 05 February 2011 - 01:37 PM
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
#5 Posted 05 February 2011 - 01:50 PM
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.
#6 Posted 05 February 2011 - 02:42 PM
#7 Posted 05 February 2011 - 03:02 PM
This post has been edited by Spirrwell: 05 February 2011 - 03:02 PM
#8 Posted 05 February 2011 - 04:56 PM
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.

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
#9 Posted 05 February 2011 - 06:10 PM
#10 Posted 05 February 2011 - 09:26 PM
#11 Posted 10 January 2012 - 05:01 AM
Scott_AW, on 05 February 2011 - 09:26 PM, said:
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?
#12 Posted 11 January 2012 - 09:33 PM
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.)
#13 Posted 12 January 2012 - 09:54 AM
Hendricks266, on 11 January 2012 - 09:33 PM, said:
Quoted for great justice.