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Mapping questions thread
#91 Posted 08 July 2014 - 03:31 AM
#92 Posted 08 July 2014 - 03:41 AM
#93 Posted 08 July 2014 - 03:55 AM
It took only a few minutes to animate my gate model and will be a couple more to tweak the def's. So I'll probably just go with that. But thanks for the suggestion.
This post has been edited by Mark.: 08 July 2014 - 03:59 AM
#94 Posted 08 July 2014 - 04:18 AM
#95 Posted 08 July 2014 - 09:55 AM
I type this into the console;
do for i allsprites, ifactor TOUCHPLATE, cstat 0
It spits this out;
Quote
(console):1: error: symbol `i' is not a game variable.
for i allsprites, ifactor TOUCHPLATE, cstat 0
|---->*
(console):1: error: unknown iteration type `llsprites'.
for i allsprites, ifactor TOUCHPLATE, cstat 0
|-------------->*
--- Found 2 errors.
What am I doing wrong?
#96 Posted 08 July 2014 - 10:16 AM
do gamevar i 0 0
to declare the variable. EDIT: You can add line to m32_autoexec.cfg if you want to save yourself the trouble.
Using a command named "cstat" might work, but the "m32script" way of doing it is
do for i allsprites, ife .picnum TOUCHPLATE, set .cstat 0
ife/ifl/ifg/ifn and set are M32script abbreviations of ifvarvare/l/g/n and setvarvar. Modern CON and M32script will accept gamevars, labels, and constants for the varvar variants so using the abbreviations is recommended in all cases.
All structs can be access as you would a C array, as in "ife struct[ID].member value". THISACTOR is a valid ID for sprites, but a shortcut for sprite[THISACTOR].member is simply .member. Note that this only works for sprites, only when THISACTOR is valid. For sectors and walls you'll need to get the ID from the variable, as in "for i allsectors, set sector[i].floorpal 0".
This post has been edited by Hendricks266: 08 July 2014 - 10:28 AM
#97 Posted 08 July 2014 - 10:27 AM
Probably didn't help that I previously forgot to include a.m32 too.
#98 Posted 14 July 2014 - 09:25 AM
- How do I align texture walls as in old versions? (it was just hit enter in the cursor location on 3D mode)
- How do I copy/paste a sector? (Alt Gr is not responding anymore, at least for me)
- "Neutral walls" for light effects with hi-tag 1 (1,0) aren't working properly, what I did wrong?
- There's any way to see or generate a list of used hi-tags?
#99 Posted 14 July 2014 - 09:28 AM
Download a newer version of Mapster32 or while holding down AltGr, tap LeftCtrl and it'll work like normal (this is a bug in SDL).
Sometimes they just break, delete the sector the wall is a part of and retry. Or, make sure you added the hitag on the right side of the wall, the side your cursor is on affects what side the tag is given to.
Not without m32 script.
This post has been edited by Daedolon: 14 July 2014 - 09:29 AM
#100 Posted 14 July 2014 - 09:32 AM
Mr.Torture, on 14 July 2014 - 09:25 AM, said:
No, but if you hold left-shit on a tagged sprite, it will show you all the things it's 'linked' to. So basically if you want to make sure the new tag you're putting hasn't been used, try holding left shift on it and if it's not linked with anything you're fine.
#101 Posted 14 July 2014 - 09:46 AM
Daedolon, on 14 July 2014 - 09:28 AM, said:
Download a newer version of Mapster32 or while holding down AltGr, tap LeftCtrl and it'll work like normal (this is a bug in SDL).
Sometimes they just break, delete the sector the wall is a part of and retry. Or, make sure you added the hitag on the right side of the wall, the side your cursor is on affects what side the tag is given to.
Not without m32 script.
Thanks Daedolon.
Well for texture align i've used to hit tab, then paste it with Enter, then align walls with ">". It allowed to have a 'correct' width alignment based on the height of the texture. On the latest versions it simply copy the whole information of a wall to paste. It's good, but sometimes I want to have a 'related width/height' to avoid distortions.
I'll try the AltGr + LeftCtrl
![:P](https://forums.duke4.net/public/style_emoticons/default/unsure.gif)
Nice catch, i'll see what's wrong on it.
MetHy, on 14 July 2014 - 09:32 AM, said:
Totally forgot this, thanks a lot!
#102 Posted 15 July 2014 - 10:04 PM
High Treason, on 08 July 2014 - 09:55 AM, said:
Also, i learned quite a bit from this forum already thanks
This post has been edited by Duke64Nukem: 15 July 2014 - 10:06 PM
#104 Posted 29 July 2014 - 07:40 AM
This will change the value of every surface of all sectors selected though.
If you're having trouble selecting specific sectors (this can happen if for example they are shaped oddly and you don't want to select that one particular sector but you want the others); try selecting them with a different view angle in isometric view ("F3" in 2D mode, then Q and W to rotate i think)
#105 Posted 29 July 2014 - 08:42 AM
Is there a way to give entire sector same shade value? Some walls aren't same shade as others.
#106 Posted 02 August 2014 - 09:54 AM
1. Is it possible to hide all sprites somehow? It would make shading and detailing much easier.
2. Is it possible to trigger something when an enemy dies? I want a door to open once an enemy has been defeated.
#107 Posted 02 August 2014 - 10:10 AM
For instance, you can hide SEs; or all enemies ; or you can hide only enemies tagged skill3 or skill 2, etc
You can't however hide decorative sprites, but it's probably a new feature we could request.
Keep in mind those keys I gave are for the american keyboard layout, so on my azerty keyboard for me it's not ' + W but ù + Z.
For your 2nd question, this is (sadly) not possible as such in DN3D. You need to make your own code for that and provide it with the map.
BTW, press F1 both in 3D and 2D mode and you'll find out useful stuff. I just found out you can zoom in/out in the tiles menu (the menu you access with V in 3D mode).
This post has been edited by MetHy: 02 August 2014 - 10:18 AM
#108 Posted 02 August 2014 - 10:14 AM
#109 Posted 02 August 2014 - 10:21 AM
#110 Posted 05 August 2014 - 10:38 AM
At least if you could make the enemy drop an specific item after he dies, like a keycard...
Someone please tell us is possible!
![:(](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
#112 Posted 10 August 2014 - 11:15 AM
Another question from me.
Is it possible to trigger something repeatedly by itself? Currently I am using a pretty weird workaround where I have a separate, inaccessible room in the map with several shooters that shoot at "Target" sprites which in turn trigger something in the level. This gives me the effect I want, but it's a lot of setup for something relatively basic.
#113 Posted 10 August 2014 - 11:29 AM
You can toggle them with an additional activator or masterswitch in one of the doors.
Incidentally, if you link a shooter's activator to this setup you can break the 5 second limitation that has. This was how I built the clock in Quantum Physics.
#115 Posted 16 August 2014 - 05:43 AM
Is there another way to fix corruption than "corruptcheck tryfix" ?
Or is it possible to manually repair or isolate sectors that create issues with this corruption ?
I've got a corruption problem with my SW map. It happens in the underwater area (which is quite big), there is an angle of the area with 2 walls that causes glitches to happen. When you make a new sector out of that, things start to diseappear or the new sector behaves like it's part of another big sector. Also deleting that new sector results in deleting the entire big main sector.
I did "corruptcheck tryfix" some time ago (before I realized this issue) and since then mapster says the map is no longer corrupted, but it is. The problem is I did that a long time ago then saved, thinking the issue was solved, and only realized there was still issues later; and i've built quite a bit in between.
Assuming the issue is only due to the underwater area, would deleting it and remaking it from scratch solve the corruption? I haven't done THAT much with the area yet...
Also, actually I could keep mapping without worrying abuot that because I don't actually NEED to make sectors in that spot which causes glitches... But I'd rather get rid of the issue anyway if possible, to make sure no other shit shows up when I'm almost done with the map (I'm 5k walls into it atm).
Thanks.
I think I know the mistakes I did which caused corruption.. and they were due to my own laziness. Fuck, I mapped like a noob and now Build slapped me in the face.
This post has been edited by MetHy: 16 August 2014 - 05:47 AM
#116 Posted 16 August 2014 - 05:55 AM
Out of curiosity, what did you do to cause the problem?
#117 Posted 16 August 2014 - 05:58 AM
What caused the issue was that, I have a huge area (pretty much the entire map, a small 'village' with a few buildings) that is surrounding by water and which also has water acting as one of the 'streetroads'.
And, I want the player to be able to go underwater too.
So i copy-pasted the entire area (3500 walls, had 2 indoors including one with 2 levels) and started deleting everything with CTRL+DEL just so I can have the exact shape of the underwater area easily.
Except it's never a good idea to delete that fucking much, and so randomly, using CTRL+DEL.
Also earlier I had an other issue. I want a driveable boat on that water; which means I need to have it move and be seen underwater as well, like in that one SW map. So, because I was in a hurry and because I wanted to test it quickly, I copy-pasted that boat from the original SW map.
Except that the map it comes from was corrupted. And as soon as I put the boat in, some things related to this boat started acting funny too. (sometimes you'd see part of the underwater clip when you're standing on the slopes of the boat, overwater).
I don't know if that is related, but it certainly didn't help. I couldn't get that fixed so instead I hid it, I lower the underwater so much that you couldn't see the clipping anymore (but it's still there).
So basically I was fucking stupid and lazy; and got corruption as a result. And when shit started to happen, instead of fixing it I burried it pretending it's not happening. Lazy and stupid.
I guess I'll delete that boat and make my own, too, just in case.
Fucking grade A noob mapping right there. But I'll remember the lesson...
This post has been edited by MetHy: 16 August 2014 - 06:07 AM
#118 Posted 16 August 2014 - 06:34 AM
you won't be able to delete it - it's acting as a parent sector - , but you can shove it off map to a far corner of the grid
This post has been edited by Forge: 16 August 2014 - 06:36 AM
#120 Posted 16 August 2014 - 06:39 AM
I'd rather get rid of the issue rather than hide it, last time I did that it didn't go so well!