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Mapping questions thread

User is offline   Mark 

  • Honored Donor

#421

could you post a closeup pic of that area in the 2d mode of Mapster?

Make sure the walls of the rotating sectors do not overlap any other walls when they move.

This post has been edited by Mark: 22 September 2018 - 01:56 PM

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User is online   Forge 

#422

looks like the 'door' is pivoting across sector lines, or was still attached to the nearby walls

it has to be made 'free-standing'

and the 'R' really only makes a visual effect if the 'door' doesn't go all the way to the ceiling

example (i just made real quick):
Attached File  PIVOTDOOR.zip (646bytes)
Number of downloads: 74

(neither door goes all the way to the ceiling on purpose - to show the difference between relative & not-relative - stand back & shoot the door-button and watch the celing texture above the door as it pivots)

This post has been edited by Forge: 22 September 2018 - 01:59 PM

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#423

View PostMark, on 22 September 2018 - 01:53 PM, said:

could you post a closeup pic of that area in the 2d mode of Mapster?

Make sure the walls of the rotating sectors do not overlap any other walls when they move.


Well that explains it. Too bad. I'm gonna have to ditch the rotating door then, since the areas between the door have different ceiling heights and I want the door to look nice.

This post has been edited by December Man: 22 September 2018 - 05:12 PM

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User is online   Forge 

#424

View PostDecember Man, on 22 September 2018 - 05:12 PM, said:

Well that explains it. Too bad. I'm gonna have to ditch the rotating door then, since the areas between the door have different ceiling heights and I want the door to look nice.

probably not going to work for you then unless you're invested in making the wall in the taller room above the 'door', & the lower room ceiling over the 'door' sector & rotation area a false ceiling made of sprites

This post has been edited by Forge: 22 September 2018 - 08:55 PM

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#425

Another few questions:
Is there a way to have dynamic music i.e. music that changes depending on the room the player is in? I guess that would take some severe CON coding.
Also, the same thing but with messages displaying the name of the room the player has entered?
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User is online   Forge 

#426

View PostDecember Man, on 29 September 2018 - 12:33 PM, said:

Another few questions:
Is there a way to have dynamic music i.e. music that changes depending on the room the player is in? I guess that would take some severe CON coding.
Also, the same thing but with messages displaying the name of the room the player has entered?

those are questions for here:
https://forums.duke4...ke32-scripting/
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#427

View PostForge, on 30 September 2018 - 07:02 AM, said:

those are questions for here:
https://forums.duke4...ke32-scripting/


Will do. Thanks.
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User is offline   blizzart 

#428

Hi guys,
is there a more intuitive way to select multiple sectors. I ran into a problem in a map, where I have to selsct dozens of tiny sectors to create a TROR bunch above it.

Attached Image: capt0061.jpg

I know there is a key combination for it, but this always ends up in a failure (deselting by mistake). It would be great if there would by an easier way (for example pressing AltGr an selecting the sectors by left click into them).
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User is offline   Paul B 

#429

View Postblizzart, on 27 November 2018 - 12:31 PM, said:

Hi guys,
is there a more intuitive way to select multiple sectors. I ran into a problem in a map, where I have to selsct dozens of tiny sectors to create a TROR bunch above it.

Attachment capt0061.jpg

I know there is a key combination for it, but this always ends up in a failure (deselting by mistake). It would be great if there would by an easier way (for example pressing AltGr an selecting the sectors by left click into them).

I don't think there is an alternate way at least not that I have tried. I find when I needed to select multiple sectors or layers to extend when working with TROR the F3 view (isometric view) worked best for that type of thing, in combination with greying out the upper and lower sectors that weren't of use (setting the Z-axis focus)

This post has been edited by Paul B: 27 November 2018 - 01:12 PM

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User is offline   Micky C 

  • Honored Donor

#430

View PostKKAP123, on 27 November 2018 - 03:16 PM, said:

Is there a way to turn off the hit scan for vent sprites? It seems to be forced on.


No, you can't change those properties of the vent sprite. It's hard-coded which means the game forces those properties. Depending on what you want to do, you could put a blocking, hittable invisible sprite in front of the vent, of course it would still be affected by explosions.


View Postblizzart, on 27 November 2018 - 12:31 PM, said:

Hi guys,
is there a more intuitive way to select multiple sectors. I ran into a problem in a map, where I have to selsct dozens of tiny sectors to create a TROR bunch above it.

Attachment capt0061.jpg

I know there is a key combination for it, but this always ends up in a failure (deselting by mistake). It would be great if there would by an easier way (for example pressing AltGr an selecting the sectors by left click into them).


There are numerous modifiers to make selecting sectors easier. IMO the fastest way to select those small sectors would be to select all of them the normal way, then deselect the ones you don't want. Or you can indeed choose individual sectors in a cumulative fashion if you wanted. https://wiki.eduke32...rs.29_modifiers

If the modifiers in that link are what you were referring to, then no I don't think there is an alternative. Being able to select sectors by clicking on them while holding down 'alt' does sound like something that could be useful, and it could probably be added quite easily without messing up other key combinations if the devs felt like doing it.

This post has been edited by Micky C: 27 November 2018 - 04:16 PM

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#431

Have read about 8 pages of this thread and couldn't find a answer on my questions, so i thought i just ask, (sorry if it could be found in all the other ones).
Also checked many other sites but without luck.
So here i go;

- Is there a way to rotate a texture? I know i can mirror it but couldn't find rotating.
- How to disable animation of a sprite?
(I want to place a weapon but without it turning around its axis in the game.)
- I noticed that when i place a vent that is shooteble that it has only one side, when i crawl through it and look back and suddenly don't see the broken version anymore of the vent sprite.
(can't imagine i need to place 2 of those sprites in both directions).
- Is there a way to know the default size of a texture?
(see " repeat" in left corner of screen when texture is selected and that that can be changed. But i sometimes would like to know what " repeat" size is best looking on texture.)

thanks in advance, will probably come back for more though. Have picked Eduke/mapster mapping up again after 18 years or so, lol. Indeed, am mapping with Ion Fury. :)
Leon

This post has been edited by sp-leveldesigner: 27 August 2019 - 11:54 PM

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User is offline   blizzart 

#432

- Is there a way to rotate a texture? I know i can mirror it but couldn't find rotating.
I don´t know if it is already implemented in EDuke32, but there was a post in another thread some months ago, that it will be allowed to rotate wall textures.

- How to disable animation of a sprite?
(I want to place a weapon but without it turning around its axis in the game.)
I don´t know if I understood your question. You want sprites to stop themselves rotating ang looking towards the player? In that case press "R" on the sprite to make it wall aligned.

- I noticed that when i place a vent that is shooteble that it has only one side, when i crawl through it and look back and suddenly don't see the broken version anymore of the vent sprite.
(can't imagine i need to place 2 of those sprites in both directions).
Pressin "1" on the side might help

- Is there a way to know the default size of a texture?
(see " repeat" in left corner of screen when texture is selected and that that can be changed. But i sometimes would like to know what " repeat" size is best looking on texture.)
On the tile selection screen you should see the size of a texture/sprite in the bottom right.

This post has been edited by blizzart: 28 August 2019 - 02:51 AM

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#433

Thanks for your answer and sorry for my late reply but i had to go to work.
Will check your answers when i map on this weekend.
About a sprite not turning around i mean for instance the pistol. When placed it turns around its axis when
looked at in a map. In Fury i have seen that some weapons don't turn around but are just pointing in
one direction, how is this done?

greetings,

Leon

This post has been edited by sp-leveldesigner: 29 August 2019 - 02:39 PM

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User is online   Forge 

#434

View Postsp-leveldesigner, on 29 August 2019 - 02:32 PM, said:

About a sprite not turning around i mean for instance the pistol. When placed it turns around its axis when
looked at in a map. In Fury i have seen that some weapons don't turn around but are just pointing in
one direction, how is this done?

View Postblizzart, on 28 August 2019 - 02:49 AM, said:

- How to disable animation of a sprite?
(I want to place a weapon but without it turning around its axis in the game.)
I donīt know if I understood your question. You want sprites to stop themselves rotating ang looking towards the player? In that case press "R" on the sprite to make it wall aligned.

You're going to get different results between sprites and voxels (or multi-sprite based objects).
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#435

Hello ! I even learned to use the TROR, and it's really great. By cons, there are some functions that I do not understand and do not control.

1. I created a sewer with three possible outlet. The first works very well (thanks to the wiki and tutorials). Only I can not reach the other two exits.
2. How to create a floating platform ?

Attached Image: capt0002.png Attached Image: capt0003.png
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User is online   Forge 

#436

View PostFirefly Trooper, on 06 September 2019 - 04:35 AM, said:

2. How to create a floating platform ?

https://wiki.eduke32...Sector_Punching
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#437

Thank you. It's just keyboard commands that escape me.
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