True Room over Room "A truly 'über' feature for classic and Polymer"
#91 Posted 19 May 2011 - 02:44 AM
#92 Posted 19 May 2011 - 03:05 AM
might it be a palette issue or something? I can't test it ingame yet as TX is still running some tests on his fix for the con compilitation errors I was getting but I imagine it'd be the same ingame.
EDIT: Solved it! It was changing to tile number 13 which I'd stuck a tile in. Removing that sorted the problem.
This post has been edited by James: 19 May 2011 - 03:13 AM
#93 Posted 19 May 2011 - 03:16 AM
Helixhorned, on 19 May 2011 - 02:44 AM, said:
Interesting, would it work if you set it to MIRROR texture? That seems somewhat appropriate
#94 Posted 20 May 2011 - 02:37 AM
And reconstruction of second ROR on Blood E1M1 map is imposible
#95 Posted 20 May 2011 - 02:42 AM
Fox, on 19 May 2011 - 03:16 AM, said:
MIRROR isn't completely translucent as far as I can see.
M210, on 20 May 2011 - 02:37 AM, said:
No, right now you have to do all the mapping in a forward fashion.
#96 Posted 20 May 2011 - 03:37 AM
#97 Posted 20 May 2011 - 04:25 AM
#98 Posted 20 May 2011 - 04:53 AM
#99 Posted 20 May 2011 - 09:23 AM
Hendricks266, on 20 May 2011 - 04:25 AM, said:
You mean #562? That would work, but I still prefer a non-allocated tile because I can imagine it being a tad faster. If the conflict with the FOF tile (which is #13 btw) is such a big concern, I could code a search for the first void tile the very first time it attempts to draw a RORed ceiling or floor.
empy, on 20 May 2011 - 04:53 AM, said:
I'm planning this, but it's not without problems. For example, how sophisticated should that joining be? Should it only join bunches of ceilings and floors that are already positioned properly, or should it attempt to displace one of them? The latter case is obviously a bit more complicated.
#100 Posted 20 May 2011 - 10:28 AM
Helixhorned, on 20 May 2011 - 09:23 AM, said:
I thinks there is no need for this. And may be more convenient to mark the sector with textures helps and not to provide them with RALT + LMB unnecessarily sometimes it is very difficult to do.
This post has been edited by M210: 20 May 2011 - 10:31 AM
#101 Posted 22 May 2011 - 07:38 PM
#102 Posted 22 May 2011 - 10:49 PM
You need rewrite command -gWGR2/WGR2.GRP to -grp WGR2/WGR2.GRP. and it will works
mapster32.exe -grp WGR2/WGR2.GRP -game_dir WGR2 -hwgr2.def
#103 Posted 22 May 2011 - 11:31 PM
#104 Posted 23 May 2011 - 12:44 AM
#105 Posted 23 May 2011 - 12:48 AM
M210, on 22 May 2011 - 10:49 PM, said:
You need rewrite command -gWGR2/WGR2.GRP to -grp WGR2/WGR2.GRP. and it will works
mapster32.exe -grp WGR2/WGR2.GRP -game_dir WGR2 -hwgr2.def
ta enjoy a rep cookie
#106 Posted 23 May 2011 - 04:25 AM
DanM, on 22 May 2011 - 07:38 PM, said:
Do you mean that WGR2 doesn't start with the new revision? It works for me. Maybe you have a wrong DUKE3D.GRP around? Usually it contains TABLES.DAT.
Micky C, on 23 May 2011 - 12:44 AM, said:
Classic support is much more complete. If you walk around the test level, you'll see dozens of places with overdraw problems etc...
It's interesting that those are almost always the same glitches that needed to be taken care of for 8-bit, which nicely demonstrates that Polymost is conceptually the classic renderer on OpenGL.
#107 Posted 23 May 2011 - 04:34 AM
#108 Posted 23 May 2011 - 06:02 AM
edit: alright, fixed. To answer your question, joining loops will do that, yes. To get around it, draw a line once more so that the sectors are now split and apply masking (not 1-sided masking, which behaves like a white wall in many respects). I always saw loop joining as a necessary step to splitting sectors in those cases rather than a useful feature in its own right anyway.
#109 Posted 23 May 2011 - 06:42 AM
#110 Posted 23 May 2011 - 01:55 PM
#111 Posted 23 May 2011 - 02:47 PM
edit: also, in 2D mode, Ctrl-U now clears extensions from all sectors of a bunch, so there's no need to delete one for that any more.
#112 Posted 23 May 2011 - 02:54 PM
This post has been edited by Mr.Flibble: 23 May 2011 - 02:55 PM
#114 Posted 23 May 2011 - 03:27 PM
But: Is this stacking sectors system a requeriment for your new ROR to work? Or it´s just the way you thought it would be better to put it in use? Since now, sectors above other sectors are where they should be (one above the other). Because at this point with all these new tricks, names, combinations and map format; I began to think that, maybe, the classic tag system would have been simpler.
Don´t get me wrong, I´m loving every single progress you´re introducing into Mapster32. But I have to clear this doubt. Have you designed this TROR this way because you thought it would be better to have these combined sectors physically where they should be or it´s a technical limitation?
#115 Posted 23 May 2011 - 04:50 PM
You think that the old way is simpler because you're used to it; if you catch a mapper that doesn't know about Duke3D and force him to use Mapster32 for a while, by the time he gets the basic hang of things (after trying to run away a few times) if you present him the two approaches for RoR (levels in different parts of the maps with SEs to link them and stacked sectors) I can't see why he would pick the first one. It might be quite simple if you only have a few levels with a single sector connecting them together (assuming you never want to change the shape of that sector), but this allows editing a lot more complex stuff in a more reliable way.
#116 Posted 23 May 2011 - 05:20 PM
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That´s true but unlike with walls, you do not have a perfect point of view to control the joint and the surrounding elements. The sideview combined with the 3d mode helps a lot but it is a little bit awkward compared to the top view of 2d mode.
However, I understand that since Polymer is an actual 3d engine, it will make more sense to have this true linking-spaces system. That´s why i wanted to know if it was a technical limitation. I´ll have to learn the new techniques and get used to them.
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lol. That´s also quite right, but most current mappers have learned to map the old way. As a last thougth: It would be really cool if we could build our sectors separately and then merge them by dragging one of the parts into the other (assuming we had the care to respect shapes and height).
#117 Posted 23 May 2011 - 09:30 PM
http://eduke32.svn.s...5&view=revision says it's CTRL-J.