True Room over Room "A truly 'über' feature for classic and Polymer"
#331 Posted 11 September 2011 - 05:56 PM
True ROR still is a 2.5d structure placed above another 2.5d structure. Creating "true slopes" on the other hand means throwing the Build engine in the trash and creating some completely new engine.
This post has been edited by Fox: 11 September 2011 - 06:00 PM
#332 Posted 12 September 2011 - 01:13 AM
How to reproduce:
1) Make a sector
2) Create a child sector within that sector
3) Extend the main sector, but not the child sector
4) Press alt-s on the inverse of the child sector to make a child sector in the top extension
5) There will now be a corruption for every wall of the child sector.
I've attached a simple sample map. The map has two almost identical areas: One with the corruption, and one ready for corruption (so you can do step 4 and see the corruption happen.)
Here's the relevant info from the log:
Extended ceilings of highlighted sectors, creating bunch 0 Extended ceilings of highlighted sectors, creating bunch 1 #1: WALL 21's DOWNWALL=15's reverse link wrong (expected 21, have -1) will set wall 21's downwall=15's upwall to 21 on tryfix #2: WALL 22's DOWNWALL=16's reverse link wrong (expected 22, have -1) will set wall 22's downwall=16's upwall to 22 on tryfix #3: WALL 23's DOWNWALL=17's reverse link wrong (expected 23, have -1) will set wall 23's downwall=17's upwall to 23 on tryfix -- corruption level: 4 #1: WALL 21's DOWNWALL=15's reverse link wrong (expected 21, have -1) will set wall 21's downwall=15's upwall to 21 on tryfix #2: WALL 22's DOWNWALL=16's reverse link wrong (expected 22, have -1) will set wall 22's downwall=16's upwall to 22 on tryfix #3: WALL 23's DOWNWALL=17's reverse link wrong (expected 23, have -1) will set wall 23's downwall=17's upwall to 23 on tryfix -- corruption level: 4 #1: WALL 21's DOWNWALL=15's reverse link wrong (expected 21, have -1) will set wall 21's downwall=15's upwall to 21 on tryfix #2: WALL 22's DOWNWALL=16's reverse link wrong (expected 22, have -1) will set wall 22's downwall=16's upwall to 22 on tryfix #3: WALL 23's DOWNWALL=17's reverse link wrong (expected 23, have -1) will set wall 23's downwall=17's upwall to 23 on tryfix -- corruption level: 4
Attached File(s)
-
corrupt1.zip (448bytes)
Number of downloads: 234
This post has been edited by Micky C: 12 September 2011 - 01:14 AM
#334 Posted 12 September 2011 - 10:32 AM
Hendricks266, on 11 September 2011 - 08:56 AM, said:
I guess I should have been specific: It's not that you couldn't make a matching vertex pair move (or the slope visible), but rather you couldn't make the movement independent (it would always have to be pairs related to the slope as you said).
Helixhorned, on 11 September 2011 - 02:11 PM, said:
Also this.
So it's impossible to have a free-transform, and I'd say the alternative method (of dragging the paired slope, which is really just dragging a wall) is unlikely.
#335 Posted 12 September 2011 - 10:46 AM
Fox, on 11 September 2011 - 05:56 PM, said:
True ROR still is a 2.5d structure placed above another 2.5d structure. Creating "true slopes" on the other hand means throwing the Build engine in the trash and creating some completely new engine.
How is sloping in build unreliable?
#336 Posted 13 September 2011 - 08:14 PM
I believe the point is that the angle and direction of the slope depends entirely on the firstwall and the size of the sector. It's pretty easy to get ridiculous things to happen. Not that there's not fancy math behind it, or inconsistent results.
#337 Posted 14 September 2011 - 07:04 AM
#338 Posted 14 September 2011 - 11:17 AM
rasmus thorup, on 11 September 2011 - 04:34 PM, said:
Glad to hear that you find it useful! I'm having a hard time understanding your complaint though, could you post a picture that illustrates it? The alignment should be near-perfect, limited only by the finite precision of the heinum member.
Quote
Any hill which could be drawn as a topographical ("contour") map should also be doable with mkterrain.
#339 Posted 14 September 2011 - 01:08 PM
#340 Posted 14 September 2011 - 01:23 PM
Spirrwell, on 14 September 2011 - 01:08 PM, said:
What do you mean by that? I'm pretty sure that you are wrong, but your meaning isn't clear.
#341 Posted 14 September 2011 - 02:03 PM
DeeperThought, on 14 September 2011 - 01:23 PM, said:
I was speaking to rasmus, he seemed a bit disappointed, but I think that things are going to get better and better, much more so than what we have now. And what I said about the build engine being almost completely re-written, I was speaking in general terms, that the Build engine would need to be modified to compensate for newer innovations.
#342 Posted 14 September 2011 - 02:10 PM
#343 Posted 14 September 2011 - 03:05 PM
Hendricks266, on 14 September 2011 - 02:10 PM, said:
Well, that's why I said in the coming years, TROR is like the first step, I'm sure things will improve. Someday I hope to start helping, which that itself is a couple years down the line. Right now I'm doing an installer for ReaperMan to help him with his voxels to make it more accessible to users. It was something insanely easy to do inside of Visual Studio 2010, but I want to help with the community here. I'll get there.
#344 Posted 14 September 2011 - 03:34 PM
@ Helixhorned, yes your mkterrain works as good as it possibly can. And the fact that the state works so good with the topographical sector-design doesn't surprise me. Because i made some con coding that works basicly the same way. The only thing it needs in my eyes is to change the walls.
Here is the result of the mkterrain state. The sloping is as close to perfect as it can be. But that is not good enough. Though there is a solution, and that make the walls look just like the floors.
Your mkterrain state:
My CON coded actor:
The idea: Make the mkterrain state copy the texture and shade from the floor, and paste it onto the walls. It's just a time saver. But it saves a lot.
Don't mind the floating grass >.>
This post has been edited by rasmus thorup: 14 September 2011 - 03:36 PM
#346 Posted 14 September 2011 - 04:32 PM
rasmus thorup, on 14 September 2011 - 03:34 PM, said:
No no no, I got that. You just seemed disappointed about some features that are missing that you'd like, I was saying that in the next few years, thanks to these new innovations, this might make it all easier, making new things happen in due time.
#347 Posted 14 September 2011 - 06:53 PM
DanM, on 14 September 2011 - 04:32 PM, said:
http://forums.duke4....h__1#entry77536
#348 Posted 15 September 2011 - 11:29 AM
rasmus thorup: ah, I see, you tweak the wall textures in order to make the seam less noticable. I don't think I'll be making a.m32 changes in the near future, but if you can port that part of your CON code to m32script, I'll be happy to merge it.
Edit 20150218: updated URLs.
#349 Posted 16 September 2011 - 05:04 PM
#350 Posted 20 September 2011 - 01:00 AM
But just a heads up, somebody has already added transparent water to all the episode 1 levels, including the submarine area in e1l3. It's a available as a map pack somewhere in this thread I think. Try doing a search.
This post has been edited by Micky C: 20 September 2011 - 03:29 AM
#351 Posted 20 September 2011 - 04:59 AM
#352 Posted 20 September 2011 - 05:33 AM
#354 Posted 28 September 2011 - 07:15 AM
#355 Posted 28 September 2011 - 12:43 PM
#356 Posted 28 September 2011 - 04:52 PM
Otherwise it's nearby impossible to work, since my brain lacks processing power to work with multiple RORs in ortogonal view.
#357 Posted 28 September 2011 - 07:56 PM
and the squish code, that mite have to be modified to not squish when going between some TROR portals or is that just something that cant be helped?