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Mapping questions thread

User is offline   Hendricks266 

  • Weaponized Autism

  #271

Make the mirror texture pal 4. Only works in EDuke32.
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#272

View Postpmw, on 11 September 2015 - 05:56 AM, said:

Unbreakable mirror, is it possible? If is, does anyone know how? I've tried multiple different techniques, with no success.


According to the jolly useful infosuite (scroll down to 'TEXTURE# 560 MIRROR'), "Wall Palette : [4] = Defines mirror as indestructible (EDuke32-only).". Not tried it myself - I like breaking things :D

TTFN,
Jon

[Edit] D'Oh! ya beat me to it

This post has been edited by The Mechanic: 11 September 2015 - 08:36 AM

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User is offline   pmw 

#273

Well my episode needs Eduke, so no problem. Thanks for the answer, I'll try it later.
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User is offline   Micky C 

  • Honored Donor

#274

What's the deal with the new sprite colours? The contrast isn't as good as the old colours IMO; harder to tell the difference between the sprite properties and the background.
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User is offline   Paul B 

#275

View PostMicky C, on 12 September 2015 - 04:32 PM, said:

What's the deal with the new sprite colours? The contrast isn't as good as the old colours IMO; harder to tell the difference between the sprite properties and the background.


Yea, I am with Micky. I find it more difficult to tell if a sprite is blockable and I definitely preferred the classic look. Perhaps there can be a setting to toggle between classic and current?

Also, I'm trying to make some toxic cans sit in water. However, regardless of what the Center bit is set to... the toxic canisters keep sitting on top of the water. Of course they look fine in Mapster submerged but in Eduke once Duke is within visible range the can's jump ontop of the sector tag (0,1) Any suggestions as to why this might be?


Thanks.


**** UPDATED **** It appears certain canisters don't submerge in water with the Center alignment bit. Sprites: 4581 & 4582 don't work half submerged but Sprite barrel: 1227 does work submerged. This might just be by design.

This post has been edited by Paul B: 19 September 2015 - 07:19 AM

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User is offline   pmw 

#276

How to correctly use duke3d.def with Mapster? I'm using custom textures via it.
Like umm, with Eduke, you can start game with gamefolder and game loads stuff from there. Is this possible with mapster?
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User is offline   blizzart 

#277

View Postpmw, on 22 September 2015 - 06:47 AM, said:

How to correctly use duke3d.def with Mapster? I'm using custom textures via it.
Like umm, with Eduke, you can start game with gamefolder and game loads stuff from there. Is this possible with mapster?


Create a .bat file and try this:
mapster32.exe -jYOUR-FOLDER-NAME

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User is offline   magnarj 

#278

Hey! I was just wondering, is it only SE 12 (switch activated light) that can completely change the color of a sector when turned on?
I tried changing the palette of an SE sprite when using a SE 8 (door up, light change), but it only changed the brightness, not the color.
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User is offline   Daedolon 

  • Ancient Blood God

#279

SE8 overrides SE12 even if they reside on the same sector, sorry. I fought with it for quite a while myself.
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#280

Newbie level question, how do you see what things are using a certain channel tag? Other than just looking at everything. For example seeing what a switch unlocks. Is there a way to see a list of everything that uses a certain tag, etc? For my mapping so far I've just written down what tags I use for stuff like touchplates etc. I was wondering since there's a button that unlocks something in the map Babes 2009 for example, and I have no idea what it unlocks. The switch's tags are 1,80*.

I searched around for a while, saw an old topic saying if you hold shift on an effect for example in 2D mode it'll show what it's linked to. Holding left or right shift just makes a measuring grid or selection box for me.
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User is offline   Micky C 

  • Honored Donor

#281

There's a sprite search feature in mapster32. I can't remember what it is exactly, but I think it may be holding down shift or some other button while pressing F8 on a sprite, then you can search any kind of attribute including lotag and hitag. Possibly with [ and ] but it's been a while.

If you're trying to figure out which tags are free to use I'd suggest using the smart-tagging system, which will also help you keep track of the tags.

http://wiki.eduke32....tags_And_Lotags

This post has been edited by Micky C: 13 October 2015 - 11:50 PM

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#282

Very cool, thanks.
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User is offline   Mark 

#283

When holding down the left shift button on an effector, look a little closer. You will see the grid you mentioned. Also if that effect is tied to something a very thin brown line will connect to the other half of that effect.
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User is offline   pmw 

#284

If I have two sectors on same place. Like, first and second floor. And they actually have different Z placement, so those really are first and second floor. Am I able to select the whole second floor, without the first floor? By normally, if I select second floor by holding shift, it selects both of them. Is there way to avoid this?
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User is offline   Micky C 

  • Honored Donor

#285

Try orthogonal view with F3, that's what it's there for. Alternatively you can select sectors in 3D mode now.
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User is offline   Daedolon 

  • Ancient Blood God

#286

The sector selection tool also helps.
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User is offline   magnarj 

#287

Is it a known problem that sometimes a random sector will lose it's lotag setting?
I'm running mapster32 on Windows 7, and now and again when I playtest my map a random sector in my map will have lost its lotag. It's happened to elevators, doors, water etc.

Is there any known fix for it?
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User is offline   brullov 

  • Senior Artist at TGK

#288

View Postmagnarj, on 25 October 2015 - 12:34 PM, said:

Is it a known problem that sometimes a random sector will lose it's lotag setting?
I'm running mapster32 on Windows 7, and now and again when I playtest my map a random sector in my map will have lost its lotag. It's happened to elevators, doors, water etc.

Is there any known fix for it?


Actually I had the same bug few days ago, but I did not pay attention.
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#289

View Postmagnarj, on 25 October 2015 - 12:34 PM, said:

Is it a known problem that sometimes a random sector will lose it's lotag setting?
I'm running mapster32 on Windows 7, and now and again when I playtest my map a random sector in my map will have lost its lotag. It's happened to elevators, doors, water etc.

Is there any known fix for it?


Have you determined if lotag really is disappearing or whether it is still there but just not working for some reason (in case you don't know, you can use the cheat code DNDEBUG from within Eduke32 to dump a map in it's current state, then load that map into mapster).

Which version of mapster/eduke are you using ? Does the problem presist in older, or later versions ?

Also are you using any modified CON files ? I must admit I've made mistakes in CON files that have led to all sorts of random weirdness happening.

Also, just how random is random ? What I mean is, is it always one sector affected, repeatably, until you modify the map whereupon a different sector then fails consistently?

I've not experienced "loss of lotag" but I do see random failure of some effects, where modifying one sector causes another sector to misbehave.

TTFN,
Jon

This post has been edited by The Mechanic: 25 October 2015 - 03:24 PM

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User is offline   magnarj 

#290

View PostThe Mechanic, on 25 October 2015 - 03:22 PM, said:

Have you determined if lotag really is disappearing or whether it is still there but just not working for some reason (in case you don't know, you can use the cheat code DNDEBUG from within Eduke32 to dump a map in it's current state, then load that map into mapster).

Which version of mapster/eduke are you using ? Does the problem presist in older, or later versions ?

Also are you using any modified CON files ? I must admit I've made mistakes in CON files that have led to all sorts of random weirdness happening.

Also, just how random is random ? What I mean is, is it always one sector affected, repeatably, until you modify the map whereupon a different sector then fails consistently?

I've not experienced "loss of lotag" but I do see random failure of some effects, where modifying one sector causes another sector to misbehave.

TTFN,
Jon


Yes, it does indeed disappear. I'll be playing through the map by launching it via BUILD, and be stopped at some point because a door is no longer tagged as a door, water is no longer tagged as water etc.

I looked in the mapster32.txt file, that's found in the same folder as the .exe, and this is what it says:
Mapster32 2.0.0devel r5022 (32-bit) C++ build
Compiled Feb 20 2015 14:18:06

I haven't modified any CON files. It is truly random, ie. it can affect any tagged sector in the map.

Now that I noticed I was running an extremely old version of mapster, I went ahead and downloaded the latest release. Hopefully that will fix it, I'll write again if it keeps happening!
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User is offline   Mblackwell 

  • Evil Overlord

#291

Have you tried exiting mapster and launching the map normally?
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#292

Money that stays? That's the question, is there a way to paste some money sprites around a room and have them stay?

I put a bunch of money around a room for aesthetic fun, but I notice if I go in another room first and use the ripper for example, which shoots shells everywhere, the money will all be gone. Since I guess only a certain number of those thingies can be around at once.

Is there a way?
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#293

View PostPsychoGoatee, on 29 October 2015 - 08:44 AM, said:

Money that stays? That's the question, is there a way to paste some money sprites around a room and have them stay?

I put a bunch of money around a room for aesthetic fun, but I notice if I go in another room first and use the ripper for example, which shoots shells everywhere, the money will all be gone. Since I guess only a certain number of those thingies can be around at once.

Is there a way?


I think money (1233) gets added to a list of things that can be destroyed when resouces are needed - just like bullet holes in walls, that kinda thing.

Sprite 1233 is a kind of actor but the next two images - part of animation - are not, so use 1234 and 1235 instead. Pretty sure they stay indefinately but you will have to manually shrink 'em.

TTFN,
Jon
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User is offline   Danukem 

  • Duke Plus Developer

#294

View PostPsychoGoatee, on 29 October 2015 - 08:44 AM, said:

Is there a way?


You can't do it just by editing a map, no. As the Mechanic was saying, there is a sprite deletion queue which money gets added to (like bullets etc.) You can increase the size of the queue, though. By default it is a small value, but it can be increased up to 1024.

This is in USER.CON:

define QSIZE                   128  // total number of active
                                        // bullet holes, blood,
                                        // footprints, money, ect...
                                        // (max 1024)

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#295

Thanks amigos!
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User is offline   Rhaisher 

#296

Ok, so I decided to give Mapster32 a try and, following a guide, I came to understand the basics of the program. There's one thing (the first of A LOT, apparently :)) that's struggling my mind: I'm trying to create a window from which you can see the sky, and nothing else. Yeah, I know walls can't be parallaxed so I tried this, but you only get to 'see' the effect of parallaxed walls from the interior of the lowered-ceiling bordering sector, and not from the 'windows' of the corridor I'm building. I must be missing something, but I don't seem to be able to discover what. Any hints? :)
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User is offline   Kyanos 

#297

Here's how mine look.
Attached Image: spacewindow.png
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User is offline   Rhaisher 

#298

The Mapster32 n00b strikes back! :D I'm trying to create a nice swinging door which, once activated, opens towards the adjacent room, letting the player in. As my previous post, I'm following this guide, but it isn't working. :P What did I wrong? :)

Look at the mess it causes when the player press the action key.
:)

Edit: Nevermind, I figured out what was causing the trouble. :P

This post has been edited by Rhaisher: 09 November 2015 - 03:58 PM

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User is offline   Mark 

#299

I'm guessing your opened door crossed over another sector?
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User is offline   Rhaisher 

#300

View PostMark., on 09 November 2015 - 04:22 PM, said:

I'm guessing your opened door crossed over another sector?

Yes... that was the problem. I wanted to lower the ceiling above the door a little to make it look more realistic (if not, the door touches both, floor and ceiling) but, apparently, it can't be done. Or I don't know how to do it properly yet. Thanks for pointing it out for me anyway. :)
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