Mapster questions.
#31 Posted 19 November 2012 - 03:53 AM
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
#32 Posted 13 December 2012 - 11:19 AM
"Joining non adjacent sectors disabled in non-expert mode" LOL Mapster is becoming ever more like windows and modern systems!!!! Noooo!!!!!
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
This post has been edited by Norvak: 13 December 2012 - 11:25 AM
#33 Posted 13 December 2012 - 12:22 PM
Norvak, on 13 December 2012 - 11:19 AM, said:
"Joining non adjacent sectors disabled in non-expert mode"
If you say why you need to join non-adjacent sectors, I might tell.
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Actually, "rookie mode" sounds pretty good, I think I'll take that over.
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No way, DRM can rot in hell. There's still the patent office.
#34 Posted 13 December 2012 - 01:07 PM
Helixhorned, on 13 December 2012 - 12:22 PM, said:
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:
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
#35 Posted 13 December 2012 - 01:26 PM
Norvak, on 13 December 2012 - 01:07 PM, said:
OK, I guess complex sloping qualifies as a good reason. Just type "script_expertmode" into the console.
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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.
#36 Posted 13 December 2012 - 01:52 PM
Helixhorned, on 13 December 2012 - 01:26 PM, said:
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!
#37 Posted 13 December 2012 - 06:09 PM
#38 Posted 08 June 2013 - 07:24 PM
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
#39 Posted 08 June 2013 - 08:11 PM
#40 Posted 08 June 2013 - 09:39 PM
I got my model to appear.
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.
#41 Posted 09 June 2013 - 03:14 AM
#42 Posted 21 June 2013 - 01:16 AM
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.
#43 Posted 21 June 2013 - 01:50 AM
#44 Posted 21 June 2013 - 02:59 AM
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
#45 Posted 07 July 2013 - 08:52 AM
#46 Posted 29 July 2013 - 09:51 AM
#47 Posted 30 July 2013 - 08:06 AM
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
#48 Posted 30 July 2013 - 09:00 AM
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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!
#49 Posted 30 July 2013 - 09:19 AM
DavoX, on 30 July 2013 - 09:00 AM, said:
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
#50 Posted 30 July 2013 - 10:33 AM
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
#51 Posted 30 July 2013 - 11:04 AM
This post has been edited by Paul B: 30 July 2013 - 09:01 PM
#52 Posted 30 July 2013 - 12:15 PM
#53 Posted 30 July 2013 - 01:58 PM
DavoX, on 30 July 2013 - 12:15 PM, said:
Sure take the easy way out.
#54 Posted 30 July 2013 - 02:28 PM
DavoX, on 30 July 2013 - 12:15 PM, said:
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.
#55 Posted 30 July 2013 - 02:55 PM
Paul B, on 30 July 2013 - 01:58 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.
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Boggles the mind!
This post has been edited by DavoX: 30 July 2013 - 02:57 PM
#56 Posted 30 July 2013 - 04:07 PM
#57 Posted 30 July 2013 - 08:58 PM
DavoX, on 30 July 2013 - 02:55 PM, said:
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
#58 Posted 03 August 2013 - 05:36 AM
Never mind, CTRL+T on a letter pasted on the wall.
This post has been edited by DavoX: 03 August 2013 - 05:57 AM