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Mapster questions.

User is offline   ox-skull 

#31

Ive been expirmenting with slopes agian, :P I recently managed to get a series of rectangle shaped sectors that werent sloping how i wanted to slope the desired way
after splitting and rejoining. Im going to test this on some rock shapes, to see if it proves true.

Ill post an example if anyone's interested.

EDIT: OK ive tested it and it works, but sometimes the sector just wont slope the way ya want. Really only handy if you have lots of sectors and want to cut back a few.

This post has been edited by ox-skull: 22 November 2012 - 01:43 AM

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User is online   Mike Norvak 

  • Music Producer

#32

What's that expert mode in mapster? and how can I disable it. :(

"Joining non adjacent sectors disabled in non-expert mode" LOL :) Mapster is becoming ever more like windows and modern systems!!!! Noooo!!!!! :D

I can't find anything in mapster32.cfg

"Delete red sectors disabled in rookie mode" and "Spritework master achievement unlocked, now you can use models on your maps" :)

"Mapster32's Tip of the day: Don't go to work, keep mapping."

what about: "You can't edit this map, because is locked by its author" This would come in handy for Gambini :D

This post has been edited by Norvak: 13 December 2012 - 11:25 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#33

View PostNorvak, on 13 December 2012 - 11:19 AM, said:

What's that expert mode in mapster? and how can I disable it. :)

"Joining non adjacent sectors disabled in non-expert mode"

If you say why you need to join non-adjacent sectors, I might tell.

Quote

"Delete red sectors disabled in rookie mode" and "Spritework master achievement unlocked, now you can use models on your maps" :(

Actually, "rookie mode" sounds pretty good, I think I'll take that over.

Quote

what about: "You can't edit this map, because is locked by its author" This would come in handy for Gambini :D

No way, DRM can rot in hell. There's still the patent office. :)
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User is online   Mike Norvak 

  • Music Producer

#34

View PostHelixhorned, on 13 December 2012 - 12:22 PM, said:

If you say why you need to join non-adjacent sectors, I might tell.


Well, in WGR2 there are these things called floor panels to activate things but need to be in one single sector, I need to make one of those below a sloped sector just like in the picks:

Attached Image: capt0000.png

Attached Image: capt0001.png

As you can see if the square sectors weren't joined with the outside triangular sectors they'd look wrong sloped in the ceiling. Also I'm making complex sloping that couldn't be done without joining non-adjacent sectors, also some times I'm too lazy to give various sectors on different areas the same height so I just join them :)

This post has been edited by Norvak: 13 December 2012 - 01:08 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#35

View PostNorvak, on 13 December 2012 - 01:07 PM, said:

Also I'm making complex sloping that couldn't be done without joining non-adjacent sectors

OK, I guess complex sloping qualifies as a good reason. Just type "script_expertmode" into the console.

Quote

also some times I'm too lazy to give various sectors on different areas the same height so I just join them :)

Haha, this is just lazy and will likely lead to weird effects. There has to be a precedent why I made non-adjacent joining expert-mode-only.
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User is online   Mike Norvak 

  • Music Producer

#36

View PostHelixhorned, on 13 December 2012 - 01:26 PM, said:

OK, I guess complex sloping qualifies as a good reason. Just type "script_expertmode" into the console.


Haha, this is just lazy and will likely lead to weird effects. There has to be a precedent why I made non-adjacent joining expert-mode-only.


Okay thanks, yeep I'm lazy!
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User is online   Mike Norvak 

  • Music Producer

#37

This is just an example, but thanks to joining sectors it just took me a few minutes.

Attached Image: capt0001.png
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User is offline   ox-skull 

#38

Hello Dukers, im back.

Im currently trying to get this simple model into Eduke, ive looked through the HRP setup and followed its structure.

http://imageshack.us...shackwheell.png

The problem im encountering is this:

//MyModels

model "models/tyrewastes.md3" {
scale 1
skin { pal 0 file "models/scenary1tyre.png" }
frame { name "frame" tile 3465 }
}

Its saying the frame name is invalid, but regardless of what i put it keeps saying its invalid.

P.S. Ive had some good success with normal maps, ill put up a screenshot or 2 later.

This post has been edited by ox-skull: 08 June 2013 - 07:29 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #39

Try opening the model in NPherno's MD3 Compiler to see what the frame name actually is.
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User is offline   ox-skull 

#40

Thanks alot for that program Hendricks, quite helpful.

I got my model to appear. :lol:

Here's some screenshots( You may notice the Normalmaps on the new textures. )

All textures from http://www.cgtextures.com/index.php

Wheel:
http://img211.images...50/duke0002.png

Overall shot:
http://img62.imagesh...27/duke0003.png

Overall i'm a happy chappy.

With specular maps, ive messed around with making them, following tuts. But whenever i applied it i never noticed a difference with or without.

Is maphacks more effective than using invisable sprites as model blockers. I noticed in Slenders woods he used sprite blockers for the 3d trees.

Thanks agian.
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User is offline   Mark 

#41

The spec maps will show up more if a Polymer light is shining on them.
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User is offline   ox-skull 

#42

Hi again,

Lets say a modest size of traversable land was made as a 3d model and placed in a room large enough in mapster, with invisable sprite blockers to make its general shape,
Would this be worth it?

Basically 1 large room with models and sprite blockers making up the world.

From my understanding Eduke handles models better than lots of sectors.

Cheers.:lol:
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User is offline   Micky C 

  • Honored Donor

#43

If you're worried about the framerate and are using polymer, then yes models are very efficient to render (you can also use clipshape maps so you don't need to use invisible blocking sprites), however in terms of time and effort, I'm not sure it's worthwhile, since models are less flexible after you get them in-game, and there's the huge problem where large models disappear once you can no longer see their centre.
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User is offline   ox-skull 

#44

I find the models only dissappear if they have a clipshape and u cant see their centre and also cross over a redline.

The models i have in my map dont dissappear at all (no clipshape and they cross redlines)

Ill test a duke nukem eternity model(Clipshape) at large distance to see if they dissappear while not crossing redlines.If they dont i think it come down to the clipshape crossing redlines in the map that cause the popping.

Also a model of a wall wont act as a real white/redlined wall without clipshape?

Thx

This post has been edited by ox-skull: 22 June 2013 - 12:55 AM

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User is offline   DavoX 

  • Honored Donor

#45

If a floor aligned sprite starts on a sector of a certain shade, it won't change it's shade even if a moving train sector with a different shade passes through it , right?
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User is offline   DavoX 

  • Honored Donor

#46

Does anyone wonder why a sliding door isn't activated by a switch? I'm trying my best but it's just not happening, the door works fine by walking to it and pressing use, but not when I activate it with a switch. The same switch also activates another door but it's a ST 20 (open up door), even though both doors share the same masterswitch. I'm baffled.
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User is offline   Paul B 

#47

I use sliding doors all the time with switches. I never use a master switch unless I want a delay to happen. Typically I stick with activators and I use the same activator for each door so each door has its own Activator.

If you post the doors in a map file and upload it i'll take a look to see why it isn't working. Probably a quick fix and just needs a second set of eyes.

I have a suspicion that maybe your SE has the same hightag for both doors. Make sure the S.E high tags are unique to each S.E and aren't used anywhere else in the map for any other effect.

This post has been edited by Paul B: 30 July 2013 - 08:27 AM

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User is offline   DavoX 

  • Honored Donor

#48

Puritan told me that this was the problem:

Quote

Give the sliding door a +1 tag on the Activator or Master.


Example: the SE20 door is tagged 10 (A or M).
Then tag the sliding doors A or M with 11


Edit: The A or M inside the sliding door also must have different tags.
Again: Se20 door A or M tagged 10.
The two A or M's inside the sliding door: 11 and 12 tags.



I can't believe such a thing isn't documented anywhere!
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User is offline   Paul B 

#49

View PostDavoX, on 30 July 2013 - 09:00 AM, said:

Puritan told me that this was the problem:




I can't believe such a thing isn't documented anywhere!



Your reply is too vague. Giving an Activator a high tag of 1 will make the activator a one time activator with a sector tag of 20. But I assume you are using sliding doors Sector Tag 25. Sector Effector 15? A master switch with a high tag of 1 will just create a short delay before the sliding door is open and giving the activator a high tag of 1 should only activate that door once. At least according the the functionality of the special sprite.

I have no idea what puritan is talking about. Sliding doors are documented just fine.

For in depth information on sector effector functionality I always use this website: http://infosuite.duke4.net

And for your questions specifically: http://infosuite.duk...age=ae_doors_b3

This post has been edited by Paul B: 30 July 2013 - 10:26 AM

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User is offline   DavoX 

  • Honored Donor

#50

He probably meant that if the effect has a tag of 10, you add +1 making it 11.

And the infosuit just states "this effect is compatible with activators and masterswitches", that's fine but it's not working for me.

This post has been edited by DavoX: 30 July 2013 - 10:34 AM

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User is offline   Paul B 

#51

if you really wanted help you would have posted an example map for us to look at. Its pretty hard to blindly guess what the hell you are doing.

This post has been edited by Paul B: 30 July 2013 - 09:01 PM

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User is offline   DavoX 

  • Honored Donor

#52

Don't worry I've deleted the effect and put something else in it's place.
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User is offline   Paul B 

#53

View PostDavoX, on 30 July 2013 - 12:15 PM, said:

Don't worry I've deleted the effect and put something else in it's place.

Sure take the easy way out.
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User is offline   Hank 

#54

View PostDavoX, on 30 July 2013 - 12:15 PM, said:

Don't worry I've deleted the effect and put something else in it's place.

A little late to the party, but the EDuke32 Wiki mentions the catch with two sliding doors ... which I believe you inadvertently had made, even so one door was of another type.
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User is offline   DavoX 

  • Honored Donor

#55

View PostPaul B, on 30 July 2013 - 01:58 PM, said:

Sure take the easy way out.


Heh, actually I had to scrap that in order to finally have time to make a complex effect. Don't speak without knowing the facts please.

Quote

WIKI : place two Activator sprites in one door sector, and one in the other. Give all three Activators the same unique lotag as the switch.


Boggles the mind!

This post has been edited by DavoX: 30 July 2013 - 02:57 PM

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User is offline   Hank 

#56

View PostDavoX, on 30 July 2013 - 02:55 PM, said:

Boggles the mind!

Yes, I agree, but it does work. Posted Image
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User is offline   Paul B 

#57

View PostDavoX, on 30 July 2013 - 02:55 PM, said:

Heh, actually I had to scrap that in order to finally have time to make a complex effect. Don't speak without knowing the facts please.


Well, I'm glad to hear you sorted it out. There are also other ways to achieve that functionality without using double activators on the elevator sliding doors. However it requires creating separate effect sectors.

This post has been edited by Paul B: 30 July 2013 - 09:08 PM

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User is offline   DavoX 

  • Honored Donor

#58

Which was the keypress combination to write text on a wall in 3d mode?

Never mind, CTRL+T on a letter pasted on the wall.

This post has been edited by DavoX: 03 August 2013 - 05:57 AM

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User is offline   Micky C 

  • Honored Donor

#59

Try Alt-t? Maybe ctrl-t.
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User is offline   DavoX 

  • Honored Donor

#60

Thanks, I found it anyway :P
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