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Mapping questions thread

User is online   Mark 

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#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 offline   Forge 

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#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: 44

(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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User is offline   December Man 

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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 offline   Forge 

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#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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User is offline   December Man 

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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 offline   Forge 

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#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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User is offline   December Man 

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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 online   blizzart 

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#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 

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#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 

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#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.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

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

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