New Add-on for SW "Click here to discuss, join or see progress of the SWC Add-on."
#1 Posted 24 June 2014 - 03:12 PM
SW CBP EPISODE
Can also discuss Sw(1997) in general here also.
This post has been edited by Robman: 19 February 2016 - 01:05 AM
#2 Posted 24 June 2014 - 03:15 PM
#3 Posted 24 June 2014 - 03:23 PM
Deadline would not be an issue, it would be great just to have some folks onboard and dabble in some Sw building.
I could likely answer a lot of Sw build questions. Although Sw sector over sector and translucent water ( which are closely linked to build) has eluded me thus far, so don't ask me about those 2 things, rofl. I have attempted them several times, I dunno wtf I'm doing wrong with it.
This post has been edited by Robman: 24 June 2014 - 03:26 PM
#5 Posted 24 June 2014 - 03:43 PM
#6 Posted 24 June 2014 - 03:51 PM
But yeah, I'd love to work on some SW goodness.
#7 Posted 24 June 2014 - 03:55 PM
Sounds good man, plug away at a singleplayer/ wb compatible map at will.
Keep in touch, this is great.
#8 Posted 24 June 2014 - 03:57 PM
#9 Posted 24 June 2014 - 04:00 PM
Quote
No pressure, I just brought this up today so, this is day#1
This post has been edited by Robman: 24 June 2014 - 04:01 PM
#10 Posted 24 June 2014 - 04:43 PM
Robman, on 24 June 2014 - 04:00 PM, said:
You might be able to add the art into the game but you can't add him as a new enemy per se, unless you're lucky enough that if you put him in his original slots, he will function. Has anyone tried that?
#11 Posted 24 June 2014 - 06:43 PM
To put the green guy back in, I suspect you have to extract the proper green guy tile# from the beta art and then put it in the exact slot in the v1.2 blank art slot.
I just have to figure out how to extract the guy from the beta ver.
*edit: .. ok I got it done.
I would now just include tiles005.art which I have updated to include the green guy.
I'm not sure if his projectile has ever done any damage but it does not... The blade strikes do damage though.
Plop this tiles005.art file in your main sw folder to then build/play maps with the missing green teleporting character.
Tiles005.art
He is tile# 1367
The tiles005.art file is 1.05mb, it will contain some tiles already in the game + the new green guy. All you will notice however is the addition of the new character.
How I did this : .. I opened editart with the beta art, selected the missing character tile and copied him. Then with edit art still open, I went back to the folder containing all the art and swapped it all out with the v1.2 art, pasted the new character in the proper tile# and saved it. Next I simply searched for which .art file it got saved under and it was tiles005.art.
So to make a long story short, if you include this tiles005.art in the CBP episode group file, and then include the character in the maps when building. It would work.
I guess his name is the Skeletor Priest
This post has been edited by Robman: 24 June 2014 - 07:44 PM
#14 Posted 24 June 2014 - 08:49 PM
FILE DOWNLOAD
This file has the map and .art file needed.
Shoot at the Skeletor Priests head with the uzi and he will teleport, AA has to be turned on for that to work.
On the plus side, if you don't use the added art file, the skeleton/skeletor guy just doesn't show up.
This post has been edited by Robman: 26 June 2014 - 11:37 PM
#15 Posted 24 June 2014 - 09:55 PM
Quote
That's true, all in all it's kind of a crappy character. His sound fx aren't all that good(I suppose you could change them) and his projectiles do no damage but he teleports and the novelty is what would be cool.
btw: In the above screenshot, that eagle in the sky makes a fart noise and poops out a gas bomb.
I added the option to put there character back in the game to Shadow Warrior Central, build page #2
This post has been edited by Robman: 25 June 2014 - 01:39 PM
#18 Posted 25 June 2014 - 11:52 PM
#19 Posted 26 June 2014 - 12:19 AM
#20 Posted 26 June 2014 - 11:14 AM
High Treason, the more the merrier.. I hope the sw build editor treats you well Still rockin' a p3? .. I love old computers and have lots of old chips/ towers kickin' around.
Gerolf - If folks do want to put some extra art into their maps, it would be best to keep it to a minimum.
This post has been edited by Robman: 26 June 2014 - 11:38 AM
#21 Posted 26 June 2014 - 10:10 PM
This post has been edited by Robman: 26 June 2014 - 11:40 PM
#22 Posted 26 June 2014 - 11:06 PM
Here it is with the curtain opened, triggered by walking into the room.
EXAMPLE MAP FILE
Download this and try it.. with monsters on, I think it's pretty cool.
More with the dojo idea.
You would use the dojo as a "base" map I suppose, or could just copy it in later. But each mapper would be allowed to modify their map's dojo in some way ie: make it look like it's been trashed by bad guys, change sounds ..whatever.. I may make a door somewhere that opens and behind that door a mapper could add anything, like a bedroom or bathroom or whatever. Also going to toy with a sign that raises out of the floor stating the map/author. After all there is no real "rules" to hold anyone back in their mapping creativity so this would help delineate the maps from each other as they will likely be wildly different from one to the next. There is no need to connect any part of your existing map to the dojo physically, the viewing monitor effect is done simply by placing a "tv camera" ST1 sprite in an area of your new level. The screen does chew on the framerate, good thing the dojo is small, it does not affect the rest of the map.
Thoughts?
This post has been edited by Robman: 27 June 2014 - 01:51 PM
#23 Posted 28 June 2014 - 11:24 AM
#24 Posted 28 June 2014 - 08:55 PM
gerolf, on 28 June 2014 - 11:24 AM, said:
I urge you to give it a try
#25 Posted 28 June 2014 - 11:37 PM
#26 Posted 04 July 2014 - 01:32 AM
Let me know if you like it and how you find it difficult-wise, should be pretty tough but there is a system to it. Lil' surprise at the end.
Map to download HERE
File has been updated +screenshots.
If you don't use the added .art file it's not a big deal, most noticeably 2 lights will be missing.
This post has been edited by Robman: 06 July 2014 - 09:01 PM
#27 Posted 04 July 2014 - 03:09 AM
#28 Posted 04 July 2014 - 02:29 PM
Mark., on 04 July 2014 - 03:09 AM, said:
Thanks Mark It should be pretty challenging, but sometimes it's not so hard, depends in how you manage your kills/ weapons.
As soon as the door on the building opens, it's a good idea to shoot atleast 2 rail shots in there or that shadow dude will hurl many fireballs your way.
Near the end when you hear a few explosions behind you, be sure to turn around and see the UFO pulling in. It's not 100% how I wanted it but it's kinda neat nonetheless. Don't waste your ammo! Make your shots count. File has been updated.
If you need a little help, there is a hidden rocket launcher that you may "access" from within the confines of the blocked off area, shoot some stuff to find it.
This post has been edited by Robman: 06 July 2014 - 08:50 PM
#29 Posted 07 July 2014 - 09:36 PM
"Rob's first ROR" .. it's been a loong time coming.
Now to attempt translucent water
This post has been edited by Robman: 07 July 2014 - 09:54 PM
#30 Posted 07 July 2014 - 09:49 PM
Modifying it, creating entrances and exits putting stuff in the sectors, it's all quite finickity.
Got to making some reflective floors after the translucent water.
I applaud anyone else who learned this stuff on their own, it's a b**** to do, seems to be to me anyway.
I know it may not seem like much but to me it's momentus, guess the time finally arrived where I could comprehend the instructions, heh.
Now to try and build something interesting with it, not just a rectangle
This post has been edited by Robman: 08 July 2014 - 01:10 AM