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Mapping questions thread

User is offline   HulkNukem 

  • 621

#61

View PostMickey C, on 21 May 2014 - 06:41 PM, said:

That doesn't sound right. Keep going through the key command list, I'm sure you'll find some functions to help you out.


Its just trying to remember everything. I've got all the main commands written down on sticky notes attached to one of the monitors to help out which is making it easier.
0

User is offline   Forge 

  • 3,768

#62

that's the hardest part.
once all the mostly used commands are memorized after a certain amount of redundancy, you'll fly through basic sector architecture, shading, and texturing.
then you can focus on atmospheric stuff like sounds, detailing, trimwork, sector effects, and more complex sector and sprite architecture - and actually creating your vision the way you want it.

takes time. a complete map or two if you're dedicated and willing to expend the effort on it.

This post has been edited by Forge: 21 May 2014 - 06:55 PM

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User is offline   Micky C 

  • Honored Donor
  • 3,110

#63

Yeah mapster needs a major user interface overhaul if it wants to even remotely compete with more modern editors, and even contemporary doom editors in terms of ease of use.

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

Herbs? Tell me more!
1

User is offline   MetHy 

  • 1,366

#64

View PostMickey C, on 21 May 2014 - 06:55 PM, said:

Yeah mapster needs a major user interface overhaul if it wants to even remotely compete with more modern editors, and even contemporary doom editors in terms of ease of use.


I agree. eduke32 has been trying to be as modern as possible (high res textures, 3D models, polymer, tror, now lua coding etc etc) and mapster32 has been given tons of small new useful features.
However, if nothing is done to make mapster32 more userfriendly and more modern, this is all pointless. Mapster32 remains the basis to do anything; and it still looks and works the same as build did. All the new mapster32 features do not help people to get into mapping, they 'only' help experienced mappers to build faster.

Every other big FPS has got new modern, more userfriendly, level editors like Doom Builder 2, or more recently Jackhammer.
Any Duke3D mapper could launch Doom Builder 2 and without even looking at a tutorial, quickly pick up on how it works. But nobody (as experienced as they are in mapping for other games) could pick up mapster32 and make simple structure without looking at a tutorial.

If the makers of eduke32 are logical, mapster 2.0 is the next step mandatory step of evolution.
If you ask me, it's even more important than lua.


This post has been edited by MetHy: 23 May 2014 - 04:18 AM

1

User is offline   Sixty Four 

  • Turok Nukem
  • 762

#65

I have a question about moving a car on the street. I need the car to move but how do i make it stop moving? The car is suppose to crash and stop.

Dinosaur Hunter

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User is offline   Daedolon 

  • Ancient Blood God
  • 815

#66

You could make it a one time two-way train I guess.

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1

User is offline   Forge 

  • 3,768

#67

is the car moving in a straight line or is it supposed to go around corners?

straight line, just use a two way train

This post has been edited by Forge: 25 May 2014 - 07:44 AM

1

User is offline   Daedolon 

  • Ancient Blood God
  • 815

#68

I didn't know there are such things.

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User is offline   Forge 

  • 3,768

#69

View PostDaedolon, on 25 May 2014 - 07:41 AM, said:

I didn't know there are such things.

there isn't.
it was a brain fart - i meant to suggest the same thing you did if the vehicle was going to travel in a straight line, but i didn't type it all the way out

This post has been edited by Forge: 25 May 2014 - 07:58 AM

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User is offline   Sixty Four 

  • Turok Nukem
  • 762

#70

Thanks i will see about the one way train. I was just getting confused with all these locators lol it is actually my first time making a car move.

Dinosaur Hunter

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User is offline   Sixty Four 

  • Turok Nukem
  • 762

#71

How can i make sprites respawn in a different pal ? For example a red keycard instead of a blue one or a mini battle lord instead of the boss that ends the map.

Dinosaur Hunter

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User is offline   Micky C 

  • Honored Donor
  • 3,110

#72

You can't in the vanilla game. Mods like DukePlus let you do it though.

Although the mini boss respawn should work by giving the respawn sprite the pal?

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

Herbs? Tell me more!
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User is offline   Forge 

  • 3,768

#73

View PostDuke64Nukem, on 16 June 2014 - 06:47 AM, said:

How can i make sprites respawn in a different pal ? For example a red keycard instead of a blue one or a mini battle lord instead of the boss that ends the map.

View PostMickey C, on 16 June 2014 - 06:52 AM, said:

Although the mini boss respawn should work by giving the respawn sprite the pal?

^give the respawn sprite the pal you want.
works for cards and enemies

This post has been edited by Forge: 16 June 2014 - 07:06 AM

1

User is offline   Sixty Four 

  • Turok Nukem
  • 762

#74

Thanks alot, i don't know why i didn't just think of that. So easy xD

Dinosaur Hunter

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1

User is offline   ozelot47 

  • 63

#75

I have a question about the (Split) Star Trek Door. Is there a way to make the doorsound only one time and not multiple times? And maybe to make the doorsound quieter?
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User is offline   Micky C 

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#76

Not that I'm aware of without using con code.

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

Herbs? Tell me more!
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User is offline   Zaxtor 

  • 770

#77

View PostDaedolon, on 08 March 2014 - 12:31 AM, said:

Apparently we didn't already have a localized thread for Mapster32 and mapping related questions (ranging from "how do I do X doors" or "what was the key to do Y"), so here's one.

Here's two, which I sadly already know the answers for, but can't hurt to ask.

1) Can you control a two way train's speed?

2) Is it possible to have a conveyor belt that doesn't move the floor texture (not using sprites to cover the floor)? Having a texture that doesn't look like it's moving is one way to do it but I'd rather not.



1) for the 2 way train speed, not as I know of.

2) for the conveyor that "doesn't move the floor.
There are 2 ways I use myself.

1,
In my mod I have conveyor that doesn't move the floor. (ice that you slip).
trick is the conveyor is an invisible texture for sector and below it it has a sector floor. I use very thin TROR.
Idea of doing the slipping slope was from Sonic 3 the sliding icy slope except you don't use a skateboard.

Example
Posted Image

2, Something using sprites except playing with its offset.
other way is covering with textures that are not on it. You know that thing you do in older texture editors I dunno what you call it when you pan the texture and in mapster you put it in a certain area but texture is not where you put it, it's near where you put it. (has more limitation than the TROR trick). In newer editor is called offset.
Limitation are texture will disappear if you don't see the neighbor sector. Works best for bridges or things surrounded with sector that has the sprite to "hide" the moving floor, conveyor.
Elevators platforms that uses a thin sector is good too. I used that trick since Oblivion era. Max you can "pan it" is 127 or -127 for up down and left right. In DukeRes they call it offset X and Y.

Example of what I mean.

Posted Image

Trequonia TC's Status:

Levels : 86% done - Textures : <99% done - Sounds : 98s% done - Musics : 99s% done
Trequonia's Official website

This post has been edited by Zaxtor: 24 September 2014 - 01:45 PM

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User is offline   Mr.Torture 

  • 7

#78

Hey guys,
i'm trying to make a sound effect of a generator kicking in, using a loop sound file (ambience sound) triggered by button, but if you hit esc for menu, the sound is gone.
Regular ambience sounds doesn't stop if you go to menu.

So, anybody knows if there's a way to enable/disable an ambience sound which really works like an ambience sound? (music, engine, etc.)
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User is offline   Jblade 

  • 1,344

#79

You can activate/deactivate ambient sound sprites with an activatorlocked sprite - stick the ambience sound in it's own sector with one of those and it'll turn on (this only works with ambient sounds though)
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User is offline   Mr.Torture 

  • 7

#80

View PostJames, on 03 July 2014 - 11:41 AM, said:

You can activate/deactivate ambient sound sprites with an activatorlocked sprite - stick the ambience sound in it's own sector with one of those and it'll turn on (this only works with ambient sounds though)


Thanks James. I've tested here, it's a little buggy, worked almost as i've expected, but it won't stop if you 'lock' again. It keeps playing when you lock, and then if you hit menu, it stops, and don't play back again if you unlock. Seems it needs some 'action' like a door opening to keep it playing and stop when you want.

I'm asking this because I have some ideas that I tried to make happen, like a jukebox or to play/stop a music when cinema curtains open/close, but if you move out from the area where the sound is being played using a teleport, the sound is gone (seems to be fixed on the latest eduke but i'm testing it with an old duke3d_w32 exe due 'multiplayer features').
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User is offline   Darkhog 

  • 4

#81

How do I delete points? I've made few points too much and now I need to delete some.
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User is offline   blizzart 

  • 146

#82

View PostDarkhog, on 04 July 2014 - 07:32 AM, said:

How do I delete points? I've made few points too much and now I need to delete some.


Just drag them over an existing point.
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User is offline   Darkhog 

  • 4

#83

Thanks! Another one: Is there a way to highen/lower walls in smaller steps that default RMB+scroll and if so, how? I'm making dome-like structure and I have trouble aligning sectors together.
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User is offline   Drek 

  • 1,049

#84

Yeah hold ctrl or shift or alt. 2 of the three slow it down, I can't remember which ATM.
Pgup and pgdwn is what I use, instead of mouse wheel.

Edit: wrong again. Just mash buttons it'll work eventually.

This post has been edited by Drek: 04 July 2014 - 09:35 AM

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User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 4,587

#85

Home + PgUp/PgDn and End + PgUp/PgDn are the modifiers. You can always write an m32script to make a custom keystroke too,
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User is offline   blizzart 

  • 146

#86

View PostDarkhog, on 04 July 2014 - 09:07 AM, said:

Thanks! Another one: Is there a way to highen/lower walls in smaller steps that default RMB+scroll and if so, how? I'm making dome-like structure and I have trouble aligning sectors together.


1. Home/End on the keyboard while using RMB+scroll should do it in 1/2 or 1/4 steps compared to the usal one (Im not quite sure, because Im using a German keyboard layout). But the smallest steps you should achieve by pressing ALT + LMB on floor/ceiling and moving the mouse up/down.

2. What do you mean by aligning sectors together?
By pressing F4 in 2D mode you can always see, whats your firstwall for sloping. I think you meant that.
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User is offline   Darkhog 

  • 4

#87

No, I couldn't align height of the sectors as I'm using shift+[] for sloping to get more discrete slopes. So flat sectors didn't exactly fit with sloped ones. But thanks, I've figured that'd be hone/end + scroll on my own, though due to keys' placement home/end+pgup/pgdn is more convenient for right-handed person.
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User is offline   blizzart 

  • 146

#88

For a really correct sloping use CTRL + pressed LMB on ceilings/floors. Mapster tells you the grade of sloping.
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User is online   Mark. 

  • Honored Donor
  • 1,520

#89

After trial and error I have come to the conclusion that a sprite or model placed on top of a swinging door sector will not move with the sector. Am I right or wrong?

I pressed R to set the floor relativity on the sector. I tried view, wall and floor alignment for the models and sprites, but none would move with the door.

This post has been edited by Mark.: 06 July 2014 - 08:22 AM

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User is offline   Daedolon 

  • Ancient Blood God
  • 815

#90

The only sector effects that carry sprites in x/y positions are trains or rotated sectors. Sorry, I know it's a pain.

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