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Mapping questions thread

User is offline   Dukebot 

#481

Is there any palette that can give me a purple colour? I've been trying and have not found any ;).
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User is offline   necroslut 

#482

View PostDukebot, on 30 April 2020 - 09:20 AM, said:

Is there any palette that can give me a purple colour? I've been trying and have not found any ;).

Not with the vanilla Duke palette. Leizing's "extclut" palette has a purple palette, if I remember correctly, thought it might not be something you'd want to use for a standalone map.

This post has been edited by necroslut: 30 April 2020 - 09:23 AM

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User is offline   ck3D 

#483

View PostDukebot, on 30 April 2020 - 09:20 AM, said:

Is there any palette that can give me a purple colour? I've been trying and have not found any ;).


Depending on what you need the purple for maybe you can still find ways despite the absence of palette, if it's for some kind of hue for instance it's very possible to make things like this :

Attached thumbnail(s)

  • Attached Image: mapster32purple.png

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User is offline   Dukebot 

#484

View Postck3D, on 02 May 2020 - 10:40 AM, said:

Depending on what you need the purple for maybe you can still find ways despite the absence of palette, if it's for some kind of hue for instance it's very possible to make things like this :


How did you manage to make that cube? That might actually work for me!
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User is offline   ck3D 

#485

You can make any masked wall pretty much any solid color you want without even touching its palette (for instance here every attribute is still pal 0), in this case I made a little square island sector, attached masked walls to each red line, used a still frame of the purple lava texture on it, stretched it to the fullest so it's just one pixel on the whole wall then panned the texture around to change the color of the pixel (just that is a lot of variation per texture). Then you can add transparency, shading, you could even use the animated version of the texture for an effect if you want. Do it on both sides of the masked wall if you have both showing (like I do on my screenshot).

The downside is the 'palette' won't apply to floor/ceiling textures since it's really just a visual effect, but you can still use the basic palettes for those or come up with funky overlays of transparent sprites.

This post has been edited by ck3D: 02 May 2020 - 11:49 AM

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User is offline   Dukebot 

#486

View Postck3D, on 02 May 2020 - 11:46 AM, said:

You can make any masked wall pretty much any solid color you want without even touching its palette (for instance here every attribute is still pal 0), in this case I made a little square island sector, attached masked walls to each red line, used a still frame of the purple lava texture on it, stretched it to the fullest so it's just one pixel on the whole wall then panned the texture around to change the color of the pixel (just that is a lot of variation per texture). Then you can add transparency, shading, you could even use the animated version of the texture for an effect if you want. Do it on both sides of the masked wall if you have both showing (like I do on my screenshot).

The downside is the 'palette' won't apply to floor/ceiling textures since it's really just a visual effect, but you can still use the basic palettes for those or come up with funky overlays of transparent sprites.


I see, thanks for your answer, it's a great trick what you described, but don't know if it will serve to me (I thought that cube was made with sprites). I needeed to make a flat purple color in floor/wall. The trick of expanding the texture it's great but for floor don't work as I cant expand that much. But you gave me a direction to experiment, I think I can divide a floor sector into very small sectors and put the pure purple texture matching there. I will experiment a little bit. This is not actually for my map, but I wanted to try the viability of an idea that I had.
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User is offline   ck3D 

#487

Yeah the use for this is pretty limited, the further I reckon it could work is in the context of little holes in the wall with items and the like that the player can't physically fit in to access. The items wouldn't be glowing purple (or whatever the color is), but the floor/ceiling/walls of that sector will appear to have that color (like in my screenshot where I literally did nothing to them), not the kind of lifesaving trick a mapper should count on but always an interesting one to know (and the idea to utilize the original assets to the pixel is cool).

This post has been edited by ck3D: 02 May 2020 - 12:22 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #488

View Postnecroslut, on 30 April 2020 - 09:23 AM, said:

Not with the vanilla Duke palette. Leizing's "extclut" palette has a purple palette, if I remember correctly, thought it might not be something you'd want to use for a standalone map.

ExtCLUT is a really cool pack but unfortunately I can't recommend using it. It gets too creative with some of the duplicate color indexes in the palette for special effects which breaks the 3D Realms screen, the Episode 1 ending, and every ANM file. The author's solution is to downsample these to not use those indexes but only provides fixes for the ones immediately visible on the startup sequence.

The true fix is a different pack that only provides extra palswaps without the complicated stuff.
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User is offline   F!re-Fly 

#489

View PostHendricks266, on 02 May 2020 - 01:54 PM, said:

ExtCLUT is a really cool pack but unfortunately I can't recommend using it. It gets too creative with some of the duplicate color indexes in the palette for special effects which breaks the 3D Realms screen, the Episode 1 ending, and every ANM file. The author's solution is to downsample these to not use those indexes but only provides fixes for the ones immediately visible on the startup sequence.

The true fix is a different pack that only provides extra palswaps without the complicated stuff.


I myself had used this pack, but unfortunately, it had just created the problems mentioned. I have never managed to add a new "pal" in the game, even from DEF files.

This purple cube is really cool!
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#490

When moving sprites up or down can you do it in half increments? if so how?

This post has been edited by William Gee: 10 May 2020 - 03:20 AM

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#491

holding down home + up/down does it 1/4th for me. You can also hold alt + left click + move up or down
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User is offline   Mark 

#492

end + pgup/pgdn for 1/2 steps
home + pgup/pgdn for 1/4 steps
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User is offline   ck3D 

#493

Damn I didn't even know you could do that. I had developed my own technique of centering the sprite, pasting it to the ceiling to alter its relative height then lowering it down in increments with some trial and error with sprite height for 'quick' visual adjustments in 3D mode (when not just figuring out the correct height value and inputting it in 2D mode, just sometimes my method can be some dumb fun). I think I first came up with that habit in the 2000's trying to find a way to mimic those thin spriteworks Pascal Rouaud would make, except at the time I didn't even know sprites could be centered so it wasn't even that refined (and more dependent on the actual ceiling height of the sector). Of course I would only do this in indoor areas with a relatively low ceiling, not in areas with a stupid high sky because then it can take forever to bring the sprite back down to the height you want it to be eventually.

This post has been edited by ck3D: 10 May 2020 - 08:44 AM

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#494

Thanks! ;)
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#495

There is now a floating 3d box while you are in 2d mode. How do you move it or do anything with it?
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User is offline   Forge 

  • Speaker of the Outhouse

#496

View PostWilliam Gee, on 02 June 2020 - 02:08 AM, said:

There is now a floating 3d box while you are in 2d mode. How do you move it or do anything with it?

the window that comes up when you press F10?
I only know how to change its size by holding the shift key while pressing F10. I don't know how to move its position.

This post has been edited by Forge: 02 June 2020 - 06:11 AM

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#497

Great thanks that helps.
I still need to learn how to move it, it is in the middle of my screen.
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User is offline   Forge 

  • Speaker of the Outhouse

#498

the only thing I can suggest is to make a backup copy of your mapster32.cfg file then mess with the x & y under this section

; Experimental 2d/3d hybrid mode
2d3dmode = 0
2d3dsize = 3
2d3d_x = 850
2d3d_y = 4
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User is offline   ck3D 

#499

I have one funny question, really just curiosity-related - has anyone else ever achieved to have the special sprites (e.g.., Music & SFX's, Locators...) physically appear in-game and not just in the editor? The other night I was beta-testing a map, the start of which just so happened to run in a very unstable fashion on my machine (constant crashes and when not, then entire sections of the map would glitch out, display HOM etc.) and out of the funky shit I'd get, the special sprites would actually get displayed in-game. I've been playing Duke 3D since it first came out and that was my first time seeing something like this which I used to believe was impossible by definition. I could post a screenshot but it's not my map so I won't and it's not important anyway (also I'm using a prehistoric version of eDuke32), it's just that I'm wondering if other people have also seen that before and how fucked things have to actually be for this to happen. It looked really funny, I thought I was tripping.

This post has been edited by ck3D: 01 July 2020 - 03:24 AM

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#500

Once, a very long time ago, I think it was due to RAM or drive failure though, where textures probably didn't load so whatever was left in that location in memory loaded instead - pretty much all the other textures broke too. I've had some very strange failures in Blood over the years, including the game screaming at me, some of these are recorded but aren't really relevant here.

I do, however, have Tile 0 spawning in Duke on record, we couldn't really figure out why.
https://youtu.be/LJaJFVxkgyE?t=4553
Funny thing is, only minutes before I'd remarked that performance was worse than I would expect for what was on screen and questioned if the map was mildly corrupted or something, it probably wasn't but as this was DOS, literally any given thing could be wrong at any given time.

This post has been edited by High Treason: 01 July 2020 - 04:24 AM

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User is offline   Mark 

#501

It happened to me years ago but rarely. Later it became swing doors that would stop working or Polymer lights stopped shining. In both cases I would just delete the SE and replace it with the same tags and they worked again. It doesn't happen often enough to be a big concern. However, in the back of my mind I wonder what other corruptions could be happening behind the scenes. I would swear that some of the map errors I find were not my fault.

This post has been edited by Mark: 01 July 2020 - 05:42 AM

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User is offline   ck3D 

#502

Thanks for the replies. High Treason, you're probably onto something with RAM failure, in my case my experience was totally similar - the map was super demanding for your average Duke level but nothing that should normally stick out as particularly incapacitating for my system (granted the computer is use for Duke is eleven years old and not exactly designed to accommodate gaming to the best possible extent). After a dozen of random crashes and saves/reloads, and exploring further into the level (also destroying most of the monsters and some of the sprites), the problems stopped happening completely. My system was probably trying to handle more shit behind the scenes than the game as I was playing, too, for instance just a few minutes later I was getting notified of my OS trying to update itself which was bound to take a small toll on performance, and probably already in the process of happening when I was encountering those problems. For a bit I couldn't really tell whether the map itself was downright corrupted or if the problem was on my end (as I had never experienced it before). This is probably going to be quite reassuring to the person I was beta-testing the map of and for.

Also that tile 0 spawn was really funny too.

This post has been edited by ck3D: 01 July 2020 - 06:41 AM

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#503

Is there a way to grab vertices which are left beyond the boundries of the map?
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User is offline   blizzart 

#504

View PostMister Sinister, on 19 August 2020 - 04:34 AM, said:

Is there a way to grab vertices which are left beyond the boundries of the map?


You can expand the grid in mapster32.cfg. Search for the line
; Grid limits
. TBH, I donĀ“t how much you can put there, but it could help with your problem.
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User is offline   Aleks 

#505

Hey guys,

Is there any way to make the "Billy Boy fake SOS window" trick in the recent versions of Mapster? I have tried doing it according to tutorials by James and Zaxtor found here http://dukertcm.com/...e3d-faqs-build/ and while I'm able to replicate it in a really old Mapster version from 2008 I still have around, in the more recent version (r8930 to be precise) it's impossible due to corruption/glitch blocking - actually I'm unable to replicate the final step of the procedure which would turn white wall red. I have tried disabling all the potential corruptcheck procedures and going into "Expert mode" in the console, but it seems the problem is not Mapster "fixing" the effect, but not actually letting it happen. Found some old thread by Micky C from another forum (http://www.scent-88....msg8935#msg8935) but it seems it wasn't solved.

And I know I could probably just use TROR, but I really don't wanna go this way - I really prefer my maps to stay more vintage at least in this aspect and the design I'm doing should be perfectly feasible with the "old school" style. Has anyone encountered this problem and managed to workaround it, or are there any more advanced console commands which would allow me to replicate this "bug"? I guess the last resort would be creating just these windows in an older version in a separate test map and copying them back, but that seems like a really tedious alternative, so I'd appreciate any advices here.
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User is offline   ck3D 

#506

^ I wish I could help you there but I use a prehistoric version of Mapster where you can still do it, I remember for a moment after some versions you could still pull it off but had to disable automatic corruption blocking like you're saying (I didn't even know Mapster32 did that at the time), or the 'effect' would work at first and then break upon the first save, or maybe even the first switch from 2D mode to 3D mode (thereby giving off the illusion that it never worked).

I never trusted that glitch enough to want to use it because it's a glitch but I've always been fascinated when people could pull it off. One I would like to know more about would be the benefits and uses of joining non-adjacent sectors like I've seen oasiz and a few others bring up before, as for the longest time I thought of it as something that should always be avoided so now I'm curious as to what can be achieved with optimal use of that trick.

This post has been edited by ck3D: 04 September 2020 - 10:01 AM

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User is offline   Aleks 

#507

View Postck3D, on 04 September 2020 - 10:00 AM, said:

^ I wish I could help you there but I use a prehistoric version of Mapster where you can still do it, I remember for a moment after some versions you could still pull it off but had to disable automatic corruption blocking like you're saying (I didn't even know Mapster32 did that at the time), or the 'effect' would work at first and then break upon the first save, or maybe even the first switch from 2D mode to 3D mode (thereby giving off the illusion that it never worked).


I've seen it working in those tutorial maps under the "current" Mapster I'm using, it would only break when I touched one of the vertices. Now that you mentioned it, though, I wonder if simply "copying" sectors like that from older versions of mapster might also break the red wall connections... Tough life, I will see if someone comes with a solution and if not I'll just block out completely these windows. I've learned some funny and useful stuff in Mapster in the meantime so it was worth it anyway (like the 3D mode peak in 2D which is wonderful, wish I could only move the 3D screen to another monitor...).

Quote

I never trusted that glitch enough to want to use it because it's a glitch but I've always been fascinated when people could pull it off. One I would like to know more about would be the benefits and uses of joining non-adjacent sectors like I've seen oasiz and a few others bring up before, as for the longest time I thought of it as something that should always be avoided so now I'm curious as to what can be achieved with optimal use of that trick.


I used to join non-adjacent sectors back when there was the 1024 sectors limit to save on resources. Now I can imagine it could create some really interesting effects like weird slopes without visible "firstwall" or used for weird effects, but I guess there has to be a certain need and a purpose now for there to be any logic and applying it.
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User is offline   ck3D 

#508

View PostAleks, on 04 September 2020 - 10:23 AM, said:

I used to join non-adjacent sectors back when there was the 1024 sectors limit to save on resources. Now I can imagine it could create some really interesting effects like weird slopes without visible "firstwall" or used for weird effects, but I guess there has to be a certain need and a purpose now for there to be any logic and applying it.


But one can pull it off just like that without fucking shit up, there's no real science to it? I remember the only times I did it (mostly learning my way around the editor with my first maps as a kid) I would always nuke the fuck out of my map. One can join non-adjacent sectors with similar tiles and values and they'll have the same sectnum despite being in different physical locations and without necessarily causing nasty glitches? I'm tempted to experiment sometime, but on my own I don't think I'd get that much further as I used to. Not that it matters much as like I was saying, I'm wary of resorting to glitches for released maps.
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User is offline   Aleks 

#509

View Postck3D, on 04 September 2020 - 11:22 AM, said:

But one can pull it off just like that without fucking shit up, there's no real science to it? I remember the only times I did it (mostly learning my way around the editor with my first maps as a kid) I would always nuke the fuck out of my map. One can join non-adjacent sectors with similar tiles and values and they'll have the same sectnum despite being in different physical locations and without necessarily causing nasty glitches? I'm tempted to experiment sometime, but on my own I don't think I'd get that much further as I used to. Not that it matters much as like I was saying, I'm wary of resorting to glitches for released maps.


As I said, I only really used it before to save on resources (now the sector limit is impossible to reach anyway, so there's no point to it), for example for sector chair legs that were in the same mother sector and it worked fine.
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User is offline   ck3D 

#510

View PostAleks, on 05 September 2020 - 03:23 PM, said:

As I said, I only really used it before to save on resources (now the sector limit is impossible to reach anyway, so there's no point to it), for example for sector chair legs that were in the same mother sector and it worked fine.


Now it is true that since the limits have been raised and one can only reach the wall limit first, this trick has probably been useless, so for the last 15 years, ha. I was thinking the possibility might allow for potential new effects but thinking about it there probably isn't much that can't also be achieved with separate sectors in the first place, and glitch-free.

This post has been edited by ck3D: 05 September 2020 - 07:08 PM

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