Those simple questions thread "Simple questions, simple answers"
#451 Posted 29 January 2019 - 07:57 PM
slidingdoor2.zip (616bytes)
Number of downloads: 289
#452 Posted 29 January 2019 - 08:19 PM
Mark, on 29 January 2019 - 07:39 PM, said:
I could be wrong, but try giving your SE's a high tag number = the activator & switch lo tag #
(i.e. in your example the SE would be tagged 12, 15)
This post has been edited by Forge: 29 January 2019 - 08:21 PM
#453 Posted 30 January 2019 - 05:56 AM
This post has been edited by Mark: 30 January 2019 - 05:58 AM
#454 Posted 30 January 2019 - 07:19 AM
i would like to avoid it.
here's another fun one:
at least with snapshots I've tried from 7136 thru 7144 (could be in earlier and later as well - haven't verified)
make a masked wall - give it texture 663 forcefield
change your mind and use M to remove the forcefield masked wall.
hahaha! mapster voodoo - it's gone in the build program, but still there in game.
I found the only way to make it go away & stop showing up in game is to give the wall a different masked texture - like glass, then remove that texture.
This post has been edited by Forge: 30 January 2019 - 08:51 AM
#455 Posted 30 January 2019 - 08:25 AM
I figured out the problem. The first time I tested the sliding door with switch I put an activator sprite in only one of the 2 doors and they both open. Every time since then I was putting an activator in EACH door. Thats when it stopped working.
That answers my problem but not the OP's. I suppose we should have asked at the beginning if the sliding door works without the switch and activator. Hopefully with Forge's map examples the OP will figure it out.
This post has been edited by Mark: 30 January 2019 - 08:59 AM
#456 Posted 30 January 2019 - 08:58 AM
Mark, on 30 January 2019 - 08:25 AM, said:
that's a neat trick
does every sliding door in your map work with only one activator sprite, or just the ones in the same child sector?
This post has been edited by Forge: 30 January 2019 - 09:29 AM
#457 Posted 30 January 2019 - 09:01 AM
Speaking of neat trick, instead of pointing the SE towards the end of the door rotate it 90 degrees. Now the door/sector will move forward and back instead of left and right. A cool way of making a hidden step come out of a wall or who knows what else. It happened to me by accident yesterday when I was messing with the door issue.
This post has been edited by Mark: 30 January 2019 - 09:07 AM
#458 Posted 30 January 2019 - 09:13 AM
Forge, on 30 January 2019 - 08:58 AM, said:
does every sliding door in your map work with only one activator sprite, or just the ones in the same child sector?
Just made a test map
yes, putting one activator in one door will make every sliding door in a map operate, no matter where it is. - if the SE 15's all have the same hi tag
also verified using more than one activator in multiple sliding door sectors that have SE 15's with he same hi-tag will make the doors not function.
if the SE 15's have unique hi tag numbers, then an activator (with the same lo tag #) in each door sector will make both doors operate.
I don't recall ever making double-sliding doors - usually just singles, so I've never come across this quirk.
learn something new all the time.
This post has been edited by Forge: 30 January 2019 - 09:32 AM
#459 Posted 30 January 2019 - 09:26 AM
This post has been edited by High Treason: 30 January 2019 - 09:28 AM
#460 Posted 30 January 2019 - 09:40 AM
the only thing I didn't like about it is that there's no real control on the range of distance the sound can be heard - it has to be manipulated by placement
#461 Posted 30 January 2019 - 09:45 AM
A in a door will disable it's normal use but D won't. This only applies to a single sector.
However...
Best practice is to have only one A in a door set but that would leave one door usable. I usually go around this and just dedicate activatorlocked 666 and "lock use" with it and recycle that for a lot of map elements that I wish to lock.
Typical duke stuff that you likely end up discovering the hard way
FYI, for steps that come out, I recommend using bridge FX as that is more of a wallpoint dragger where ST25 doors move the whole sector as one.
ST25 can be though as "move all wallpoints in a sector at a fixed direction upon use". Kind of like a limted use 2way train without any locators.
You can still use this as a rudimentary wallpoint dragger by having other walls that are directly attached to it and get dragged along.
Bridge on the other hand can "morph" the geometry without moving it as a whole. Too bad the use cases are quite limited in duke and the behavior can be slightly unpredictable.
Bad point with dragging method is that wall textures tend to stretch.
#462 Posted 02 February 2019 - 05:21 AM
Mark, on 30 January 2019 - 08:25 AM, said:
I ended up creating a piece of code to make it work:
However, it's very buggy. It has one special sprite in each floor, and another one inside the elevator. The two on the floors have the elevator's sprite ID saved in its extra member, but this ID changes almost everytime the map's sprite count is changed. Also, you can't call the elevator from the upper floor the first time because unknown reasons. So it looks cool, but doesn't work.
#463 Posted 02 February 2019 - 04:53 PM
#464 Posted 05 February 2019 - 04:41 PM
The special sprite is used inside the elevator and also in each floor as a button. The elevator needs three tags; two for the doors and another one for the elevator itself, so I use the special sprite's hitag, lotag and extra to save them. Then I created a per-actor variable to know in which position the elevator is, to know if it has to go up or down when you call it from outside. Lastly, I used headspritestat to get the elevator's sprite ID and access this variable.
Now that I learned how to use headspritestat/sect and how to access an actor's own variables, I also solved an old issue I had some years ago, which given solution I couldn't understand back then. Let's go!
#465 Posted 14 May 2019 - 10:16 AM
#466 Posted 15 May 2019 - 06:41 AM
This post has been edited by Forge: 15 May 2019 - 06:41 AM
#467 Posted 24 May 2019 - 11:33 AM
#468 Posted 24 May 2019 - 12:28 PM
This post has been edited by Mark: 24 May 2019 - 12:31 PM
#470 Posted 25 May 2019 - 03:07 PM
Is there any way to know which skin belongs to which surface when you create a model with more than one material?
Everytime i create a model which uses more than one material (for example a car for which wheels.png is the material for the wheels and body.png is the material for the body).
I have to spend sometimes hours trying to figure out which surface belongs to which skin. I begin to make trial and error like this, but it takes saving, reloading mapster, etc for every line and it is very frustrating.
skin { pal 0 surface 0 file "SEMI.PNG" } skin { pal 0 surface 1 file "SEMITRUK.PNG" } skin { pal 0 surface 3 file "SEMI.PNG" } skin { pal 0 surface 4 file "SEMITRUK.PNG" } skin { pal 0 surface 5 file "SEMITRUK.PNG" } skin { pal 0 surface 6 file "SEMITRUK.PNG" } skin { pal 0 surface 7 file "SEMITRUK.PNG" } skin { pal 0 surface 8 file "SEMITRUK.PNG" } skin { pal 0 surface 9 file "SEMITRUK.PNG" } skin { pal 0 surface 10 file "SEMITRUK.PNG" }
#471 Posted 25 May 2019 - 03:42 PM
#472 Posted 25 May 2019 - 03:50 PM
#473 Posted 25 May 2019 - 04:55 PM
Today i reached 100 lines of "skin { pal 0 surface ** file "SEMITRUK.PNG" }" without luck, cleared textures cache all times, yet it didnt work.
For this particular model, out of frustration i ended up creating a larger png file with all details put togheter... But it will happen again and it´s a shame.
#474 Posted 25 May 2019 - 05:32 PM
#475 Posted 25 May 2019 - 05:47 PM
Mark, on 24 May 2019 - 12:28 PM, said:
Forge, on 24 May 2019 - 01:16 PM, said:
open a console and type:
corruptcheck tryfix
Thank you guys. In all the years of fucking with BUILD I had no idea...
#476 Posted 25 May 2019 - 06:29 PM
Mark, on 25 May 2019 - 05:32 PM, said:
Commando Nukem, on 25 May 2019 - 05:47 PM, said:
No guys, you´re misunderstanding me.
The model has two selectable objects, which use each a different material. It´s just that for some reason i have to assign these materials to many surfaces, because somewhere between creating it and porting it to md3 polygons get assigned to many "surfaces" which i later have to blindly nail in order.
#477 Posted 25 May 2019 - 07:33 PM
#478 Posted 26 May 2019 - 07:30 AM
#479 Posted 26 May 2019 - 09:00 AM
Gambini, on 25 May 2019 - 06:29 PM, said:
The model has two selectable objects, which use each a different material. It´s just that for some reason i have to assign these materials to many surfaces, because somewhere between creating it and porting it to md3 polygons get assigned to many "surfaces" which i later have to blindly nail in order.
It's a problem with your exporter. 1 object should = 1 surface. Switch to Blender lol.
#480 Posted 26 May 2019 - 10:04 AM
Gambini, could you zip the model and textures ( original and converted ) and post here so we could solve the mystery?