Duke4.net Forums: Big Bene - Viewing Profile - Duke4.net Forums

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

Reputation: 7 Neutral
Group:
Junior Members
Active Posts:
43 (0.27 per day)
Most Active In:
Duke Nukem 3D maps & level editing (20 posts)
Joined:
13-March 17
Profile Views:
1,170
Last Active:
User is offline Aug 13 2017 01:43 PM
Currently:
Offline

My Information

Member Title:
Youngloov
Age:
48 years old
Birthday:
January 2, 1969
Gender:
Male Male
Location:
Siebeldingen, Germany https://www.google.de/maps/place/Weinstra%C3%9Fe+75,+76833+Siebeldingen/@49.2103349,8.048401,650m/data=!3m1!1e3!4m5!3m4!1s0x47965af714c16149:0xe884bca2c1652b1!8m2!3d49.21043!4d8.05041
Interests:
Ancient Egypt, Programming, Pen&Paper RPGs, Boardgames, LARP, Reading, Cinema, my Family and Friends

Contact Information

E-mail:
Private
Website URL:
Website URL  http://www.fantasy-miniatures.com

Latest Visitors

Topics I've Started

  1. Something happened with mapster

    10 July 2017 - 09:14 PM

    Hi, I need some help...

    Since a few days, Mapster32 is acting erratic.
    When I try to use the keypad enter key to toggle between 3D and 2D, it tries to start new instances of the editor. After multiple tries, it toggles as desired. Going from 2D into 3D is harder / requires more tries.
    Since what seems the same time to me, I cannot simply join sectors by pressing J. Mapster ask for confirmation if I really "want to use this sector as the first joining sector" (of course I do), then asks again for the second sector, only to tell me that "joining not adjactant sectors is disabled in non expert mode". On the map, the sectors are of course adjactant. I also habe no idea what the expert mode would be.
    Also, the crosshair / cursor in 3D mode now shows an additional 3 dimensional cross aligned to the wall /floor / ceiling. This is OK for me, but it occured together with the more negative effects above and may be an indicator of what happened.
  2. Scale

    05 July 2017 - 09:30 AM

    A problem that I faced when restarting mapping, and that, according to the forum, many other mappers have, is scaling.

    So I started to do some research and put together a few guidelines.

    Warning! This is a work in progress. Most of it is what Wiki calls "original research" by myself, and I'm all but perfect. If you find errors, please tell me!

    Units

    Duke lives in a virtual world. There are no real feet or meters that translate directly to their real world counterparts.
    One could, e. g., assume that Duke is around 6'3'' tall put everything in relation to his sprite, but this would be
    1) an assumption from the beginning,
    2) very inaccurate, given the resolution of the original sprite, and
    3) totally artificial, as one would take a two-dimensional representation of a fictional character inside a 2.5-dimensional representation of a fictive world for real.

    So we use units that are built into the game engine itself (occasionally giving some comparsion to reallife measurements).

    Units of height
    A central unit of high is the amount a sector rises up or sinks down when pressing the PageUp or PageDown keys in the editor 3D view. This is mostly referred to as "pu/pd unit" in this forum, I will use the even further abbrievated form "pud".
    As a normal desk in the original game is 6 pud high and around 70 to 75 cm in real life, 1 pud equals roughly 12.5 cm or 5''.


    Units of horizontal measurement (width and length)
    A central unit of width is the grid in the 2D view window of the editor.
    There are 6 grid scales in Build and 8 grid scales in Mapster32, plus 1 "Auto grid" mode.
    I refer to the grid scales of Mapster32 (I assume that the build grid is the same, but I did not check).
    Every grid size is half the size of the number before it, e. g. grid 5 has squares half the size of grid 4. Each grid size has a value in "units" which is displayed in Mapster32, Grid size 1 is 1024 units, grid size 5 is 64 units and grid size 8 is 8 units. These may be the basic units of the game engine, i. e. the "coordinates" of the sectors would be stored in computer memory in full numbers of these units (but I really dunno).
    Grid size 3 (256 units) seems to have been used in the construction of many architectural features in the original game.


    Units of texture measurement

    with sprites and textures, the graphic pixels are a natural measurement.


    Relations of units
    All of the above is readily seen in the editor. Now to the really interesting questions. How do these units relate to each other and how should they be used in a map.

    1 pud in height equals 1 grid square in grid size 5 (64 units) in width.

    You can measure this by putting the same sprite on the floor and at a wall:
    Posted Image
    The pool table is 6 pud high. Behind the sprite on the floor, the same texture is used for a small sector with texure expansion bit on.


    I. e. if you want to constuct a square shaped crate, and make it 10 by 10 grid units in grid size 6, it should be 10 pud high.

    This also means 1 grid unit in grid size 6 translates roughly to 5'' in real life.


    1 pixel = 1 square grid size 7 (16 units) when the texture expansion bit is off.
    This means 1 pixel = 1 square in grid size 8 (8 units) when this bit is on.

    I'm talking about floor or ceiling patterns here, because sprite and wall patterns can be scaled.
    Most standard floor patterns are 64x64 pixels, equaling one grid square in grid size 2 (512 units) and 8 grid squares in grid size 6. This would mean a floor tile is 2.5 foot wide (4 floor tiles = 10'), which feels natural and fits the impression when viewing them in the game.


    Measurements in the game

    If we roughly equal 1 pud = 1 square grid size 5 with 12.5 cm, we can xxx

    Normal doors in buildings are 16 pud high, same for elevator doors..

    A normal room is 24 pud high (e. g. the rather rugged up flat in E1L2), a high room (e. G. the toilet in E1L1) is 32 pud high

    A normal desk or table is six pud high (the desk in the cinema foyer in E1L1, the pool table in E1L2).
    A fairly big table would be 2 or 3 squares wide and 4 or 5 squares long in grid size 3. The billiard table is actually 5 by 8 squares big, making it as big as many of the smaller rooms. Perhaps this was necessary to archive the billiard ingame effect.

    The bed in the the abovementioned flat is 4 pud high.
    The same bed is 3 by 5 squares in grid size 3.


    Window sill 6 pud

    The dustbin sprite as used in the original game equals 6 pud in high

    The toilet sprite as used in the game equals 5 pud in high (the bowl), respectively 8 pud with the fittings.
  3. Time Travel

    21 June 2017 - 05:41 AM

    I've got an idea I'd like to present, but I have to start a few months ago -
    I had started to show my little son a few games of the old days, and he had great fun with them.
    He absolutely loved DN3D (he didn't really understand the gore and erotic aspects, but just "killing this very very very dangeouos monster" is cool).
    I was reminded of an old Idea of mine ("Nazi Dinosaurs from outer Space") and I wanted to start mapping again after over a decade's gap.
    But I had no hurry with this project, I rather wanted to do some smaller maps before to gather some experience.
    So I thought of settings that would be fitting for a little child but could still provide some action. My firt choice was a pirate ship, and my son wanted (in this order) a sioux camp and a halloween themed city.
    So I'm working on the pirate ship when I have time for myself, but when my son is with me, he demands to work on the native village, so I actually have two maps in work. Don'tget me wrong, I can only dedicate half a hour every few days, so these are still pretty much in the beginning stages.

    But I couldn't help to think of a way to use these maps for something more mainstream, with cycloids for real combat action, and a backstory that not only connects the maps, but also explains why the aliens are present in these settings.

    So I came up with a an idea. A very rough idea so far.
    Somthing of a mixture of Terminator, the Time Machine book series and the Classic game Time Tunnel.
    The aliens have set up a plot to manipulate events in history (and perhaps also future) to sowhow (still not sure how) take out or sidepass the Duke and finally succeed in conquering the world and all its chicks.
    Somebody (the EDF?) has aquired informations about this plan plus a time travel device stolen from the aliens. Due to the not fully understood technology, the time travel options using this device are limited, you can only jump from certain points in space and time to certain other points (so it is possible to make this as a series of maps). Of course, the Duke is choosen to go to stranger times and stop the aliens.

    What do you think?
  4. Two problems with Mapster32 in Ubuntu

    18 May 2017 - 01:13 AM

    Hello!

    After having done some mapping back in the early 2000's with the original Build.exe, I recently came back to the Duke. You can read more of it here.

    I have not much time for this, so progress is steady, but slow.
    (I'm at work until 6 pm most days, and have only a thin client computer with very restricted rights here. I can devote a few minutes every now and then to the project, but the only things I can do are artwork (The Gimp is installed here), and internet research, including posting in this forum. All actual mapping has to be done at home, and I share the computer there with my wife (who runs a small business at Ebay) and my little son, who wnats to do games or watch Youtube with me, whenever I sit on the computer, and having had nothing of him during the day, I just cannot deny this).

    I'm still in the beginning steps of two small maps I started rather for learning purposes, but now I'm beginning to encounter problems, which I will post here.
    I have compiled Mapster32 from the source code under Ubuntu Linux, following the description on the Eduke Website, and it works fine, with some really bad exceptions.

    First:
    I cannot place the Level starting point. Manual says I can do so by pressing CapsLock, but this just doesn't work. The brown arrow just stays at the default place in the center of the map.

    Second:
    The Mapster window forcefully keeps the focus.
    I can't move the mousepointer outside the window, and cannot use another window / application other than by exiting Mapster. The only way to circumvent this is pressing the System / Windows-key to open the system manager, and then clicking at some other window (ignoring the system manager). Mostly, I can resume Mapster after this by clicking in the Window again, but often enough, it acts errately after such treatment. Even when it doesn't, this is a "dirty" and inconvenient workaround, and certainly not the way it was ment to work.
    Also, I can't move the window out of the canter of the screen. It also can'T be minimized.

    I have asked the second question in another thread, and already got the answers:

    View PostMike Norvak, on 16 May 2017 - 05:56 AM, said:

    Press the console key in the keyboard, you know, the one to the left of "1" that releases the application window.

    Thanks, man, but I tested it and it didn't have any effect.
    (We are talking about the ° and ^ key on the Qwertz keyboard = the ~ and ' key on the Qwerty keyboard, is this correct?)

    I remember there was another answer, which seems to have disapeared. Something about the settings of Mapster...
    If the author of this answer reads this, please answer again. Even the slightest hint could be useful.
  5. Floor pattern

    15 May 2017 - 04:53 AM

    Well, basically I would like to ask if somewhere there is a detailed description / manual / tutorial how the floor patterns are applied.
    The wall textures can be panned and scaled, so it is, while not always easy, at least possible to apply them to the sector walls in any way to create the desired effect.
    On the other hand, the floor (and ceiling) patterns are somewhat less flexible.
    As much as I understand the documentations, they are distributed over the whole map and can not be alinged to an individual sector. The only exception is the possibility to have the pattern enlarged or not enlarged in a sector (using the E key), so there are exactly two possible size variants.
    However, the floor pattern of moving sectors such as subways travels with the sector, so the rule as cited above cannot be entirely true.
    Am I understanding something wrong here? And if I do, how can I apply the floor textures to the sectors? Is there a way to pan / rotate / scale them?

Friends

Big Bene hasn't added any friends yet.

Comments

Big Bene has no profile comments yet. Why not say hello?


All copyrights and trademarks are property of their respective owners and all comments are owned by their posters. Yes, our forum uses cookies. © 2004-2017 Duke4.net and Voidpoint, LLC

Enter your sign in name and password


Sign in options