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Mapping questions thread

User is offline   Mike Norvak 

  • Music Producer

#151

View PostDuke64Nukem, on 01 September 2014 - 05:49 PM, said:

Have a few questions here. Hope someone can help
1.)Anybody know how to re size the height of a map ? i know how to get to the option but i actually don't know what number to type in. Seems no matter the number I press, it turns out the same height....
2.) Is there a way to make glass sprites unbreakable ? Example a coffee cup can i make it not break ...
3.) You can't make aliens re spawn with pal 24 or re spawn transparent ? Is there a trick to implement that ?


1) I don't know what do you mean but if you used '' + F (Special functions) and change sky height, you just need to put the desired value, you can use a sector with the height as reference and copy the value.

2) Just for bullets using invisible wall aligned sprites around the object, it still can be broken by explosives.

3) I hope there's a simpler way to achieve it, but I ideated this method, better look at attached map to understand it.

Attached File  Respawn_Pal.rar (508bytes)
Number of downloads: 499

It doesn't work with flying enemies though. ;)

The monster teleports until they see you when the ceiling door is open. Lower the gspeed value to achieve different effects (delay, delay between "respawns" depending on enemy sizes :) and so on
1

User is offline   ozelot47 

#152

Hello, i have a corrupted wall in my map. How can i delete this? I tried to delete this sector. It doesn't work. Then i tried to build a new sector with the corrupted sector to delete both but it doesn't work too. I have a sector with 4 walls. 3 walls are white and one is red.
0

User is offline   MetHy 

#153

Bring up the console and try

corrutpcheck tryfix
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User is offline   Daedolon 

  • Ancient Blood God

#154

If it's just a regular sector that's not corrupted, just with two walls both with the same start and end vertices, you can try adding another vertex to the wall by pressing Insert and dragging the red wall inwards.
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User is offline   ozelot47 

#155

It worked. Thank you.
0

User is offline   Mr.Torture 

#156

Question: there is any way to flip a copied sector horizontally or vertically?
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User is offline   Micky C 

  • Honored Donor

#157

X and Y respectively.
0

User is offline   Mark 

#158

Press and hold the shift key along with x or y for finer control if you need it.

This post has been edited by Mark.: 03 September 2014 - 09:50 AM

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User is offline   Mr.Torture 

#159

Thanks guys, worked as I needed :)
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User is offline   Mr.Torture 

#160

Me again...
Why SE 4 (Random Lights) sometimes blink darker than the sector shade values?

Also, i'm trying to 'enable' a red lighting using a Masterswitch to simulate emergency lights turning on, but no success. I've tried Up/Down Open Door Lights but the SE 8/9 doesn't work with the palette color. Any ideas?
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User is offline   Mark 

#161

I am using Mapster to design a slotcar racetrack for a friend. I know there are a few guys out here that have experimented with creating complicated terrain geometry. I was wondering if anyone has or can figure out a way to make a 90 degree banked turn that meets up with level track on both ends. I haven't been able to figure it out or if its even possible. The banked turn is easy but not how to taper it off to meet the flat track.
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User is offline   Micky C 

  • Honored Donor

#162

Got an image of what you're trying to pull off?

Chances are triangles can do the trick.

Although if it's what I think it is, it might need quite a lot of thought put into it.

This post has been edited by Micky C: 28 September 2014 - 06:59 AM

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User is offline   Kyanos 

#163

Posted Image

Like this?? Good planning and patience. Mostly triangles yes, but firstwall sloping is going to be the real hard issues. I'm not %100 sure it could be done.

This post has been edited by Drek: 28 September 2014 - 07:37 AM

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User is offline   Kyanos 

#164

*double*

This post has been edited by Drek: 28 September 2014 - 07:38 AM

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User is offline   Mark 

#165

In this case I am using 90 degree turns. The pic shows where the banked turn meets the flat track. Same on the other end. Because of the need for sloping in two directions my thought was its not possible to simulate.

Attached thumbnail(s)

  • Attached Image: capt0001.jpg


This post has been edited by Mark.: 28 September 2014 - 08:04 AM

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User is offline   Micky C 

  • Honored Donor

#166

Here's something I put together quickly. It's not perfect, but maybe it'll give somebody some ideas. Something you might try next is making the sides of the triangles on the inside of the track shorter compared to the ones on the outside.

Attached File(s)

  • Attached File  TRACK.zip (2.2K)
    Number of downloads: 502

3

User is offline   Paul B 

#167

Micky you are a Mapster God! Nice work on that track!

This post has been edited by Paul B: 28 September 2014 - 08:06 PM

0

#168

When you want to "free"-slope a sector (i.e. slope it such that none of the existing walls would be suitable for the first wall), one thing you can try is to split the sector along a "contour" line (in other words, pick a line that will be level after the desired slope is applied, and then split the sector along that line).

Here's my attempt at making a banked road.

Attached File(s)


0

User is offline   Hendricks266 

  • Weaponized Autism

  #169

How feasible would it be to have a wall that is one unit wide as a firstwall?
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User is offline   Micky C 

  • Honored Donor

#170

How do we overcome this problem though? The discrete connection between the red and the blue sectors?



Posted Image
0

#171

The flat-to-banked road transition can be smoothed out with the "contour" approach I just described... Here's a better example.

Attached File(s)


3

User is offline   Daedolon 

  • Ancient Blood God

#172

That's superb!

More mappers need math skills.
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User is offline   Micky C 

  • Honored Donor

#173

Ah I see now, very nice!
0

User is offline   Mark 

#174

Grooovy. Thanks.
0

User is offline   ozelot47 

#175

Is someone noticed that in the map Death Row (PlayStation) sometimes appear faster or slower soundvariants of MACHINE_AMBIENCE or GENERIC_AMBIENCE6 ? How can i do this?

Here is a video about what i mean from 5:16 to 5:24
www.youtube.com/watch?v=oqoUDHnxV_U
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User is offline   blizzart 

#176

Is there a way to let a sprite travel within a swinging door sector or do I have to stay with a masked wall an a door sector as high as the ceiling?

Here are two screenshots with what I´m trying to do:

Attached Image: capt0000_1.jpg
Attached Image: capt0002_1.jpg

The sprite in the middle should also "swing" with the door but stays at its position in game.
Is there any solution to this?

Thanks in advance.
0

User is offline   Micky C 

  • Honored Donor

#177

You'd need to use a masked wall in that case. Swing doors don't carry sprites.

Alternatively, you could turn the swinging door into a rotate-rise sector which does carry sprites. The downside is that you can't control speed (the speed sprite sort of controls speed but since the duration of the effect is constant in practice it really controls rotation angle), and you can't activate it by pressing 'use' on it; you'll have to have a switch or touchplate or something to open/close the door.
1

User is offline   blizzart 

#178

View PostMicky C, on 02 December 2014 - 04:01 PM, said:

You'd need to use a masked wall in that case. Swing doors don't carry sprites.

Alternatively, you could turn the swinging door into a rotate-rise sector which does carry sprites. The downside is that you can't control speed (the speed sprite sort of controls speed but since the duration of the effect is constant in practice it really controls rotation angle), and you can't activate it by pressing 'use' on it; you'll have to have a switch or touchplate or something to open/close the door.


Thank you Micky,
I thought that this woudn´t work. :)
I also noticed that this doesn´t work with a sliding door. or am I doing something wrong here?
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User is offline   Micky C 

  • Honored Donor

#179

That's right. Game effects have a tenancy NOT to carry sprites horizontally unless explicitly stated otherwise, such as with rotate-rise, two-way/subway vehicles, conveyor belts etc.
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User is offline   Forge 

  • Speaker of the Outhouse

#180

View Postblizzart, on 02 December 2014 - 04:35 PM, said:

Thank you Micky,
I thought that this woudn´t work. :)
I also noticed that this doesn´t work with a sliding door. or am I doing something wrong here?

make sliding glass doors that open into the door sill walls

This post has been edited by Forge: 03 December 2014 - 06:10 AM

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