Tired of making a new thread for every tiny little quick fix problem ;)
First question:
Is it possible to make a sliding door (SE 15) effect work with touchplates? I've never gotten it to work and it would come in handy.
No.
At least not directly. There may be a work around where a touchplate activates something else which then activates the door (try using the high tag of an SE 15 for a shared effect number) , but I've never explored trying to activate a sliding door using a chain of sequences, so I don't know if it's possible either.
Quote from: Micky C on 20 October 2012, 14:21:12Is it possible to make a sliding door (SE 15) effect work with touchplates? I've never gotten it to work and it would come in handy.
I haven't tried this idea out, so I'm just throwing it out there. Would the trick to making 'timed respawns' also work here? Have it activate a ST20 door which then triggers a second activator upon closing, which affects the slide door?
Alright, I'll give those a go when I have some time, thanks.
I've got a problem to submit : is there any command in mapster to replace every texture in a map with a certain tile number, by another one this automatically ?
I just do not want change an ugly skybox "sector by sector", moreover it just doesn't work properly cause there's always a remaining sector somewhere you haven't changed and you even cannot find it, and of course there's a glitch in the parallax when you're in the game with the coexistence of two textures.
Help would be appreciated on this issue !
The InfoSuite (http://scent-88.com/Utilities/downloads/InfoSuite/references_mapster32_keys.htm)
Pastes the stored object texture globally. For example, if you wanted to replace all of the shotguns in your map with chainguns, you would simply copy the chaingun texture to the buffer with Tab, then highlight a sprite using the shotgun texture and press Alt + C. Every sprite in the map using that texture would be replaced with the stored texture! This is object-specific, meaning it will only affect the textures of the currently highlighted object type (floor, ceiling, solid wall, masked wall, or sprite), and it only affects the picnum (texture). No other attributes are modified. All of these traits combine to make this one of the most useful functions in the editor.
Alt - C is useful, but concerning parralax skies, I tend to use CTRL - Enter with the new texture in my clip board. However it only replaces nearby connecting skies, so you'd have to use it again in a seperate area with parralaxed ceilings. CTRL - Enter copies every property of a texture (shade/pal) and replaces every connecting parralax within the area, while ALT-C replaces ONLY the texture, across the entire map. Just use which is more appropriate to your intentions.
ok thanks.
I hoped there were a command to change every texture at one time as powerful as the ´P when changing the palettes.
Here we only can replace the nearby connecting skies even so, it's a little bit sad...
Quote from: David B. on 28 October 2012, 14:01:38
ok thanks.
I hoped there were a command to change every texture at one time as powerful as the ´P when changing the palettes.
Here we only can replace the nearby connecting skies even so, it's a little bit sad...
Actually it is possible with any texture/surface, sorry if I caused any confusion. Just read Puritan's post. My post was just an alternate method with a similar function, which I feel is more useful.
Also, cheers for the heads up about 'P - didn't even knew that existed. Pretty handy!
Wow, I didn't know experienced mappers like Quakis would have benefitted from my speed mapping guide, this is actually quite humbling!
https://docs.google.com/document/d/1vII1ILXvNjCYhdo-As7ndoKUbeXnHW8elS4ieZWWWTw/edit
I guess it could probably use an index or something to better tell the user exactly what's in the guide without having to skim the entire document, or at least a list of things that can be done in bulk so that mappers at least know what is possible.
Quote from: Micky C on 21 October 2012, 01:45:34Alright, I'll give those a go when I have some time, thanks.
Did you have any luck?
Actually when I tested it out, the sliding door worked by itself without any helper sectors or anything :o
It was just a square with the effect inside but I don't think it's any different to the proper sliding door. (or is it?)
it behaves the same as far as the mechanics go. it's the method i employed when i made the sliding glass doors in my first map since it was easier for me to get the desired effect rather than using the traditional construction technique, but I was unaware that detaching the door from the wall would have any effect on an SE
Hi everyone, happy new year.
Is it possible to make an underwater secret area ?
The problem being I need to set a lotag of 2 to the underwater sector, which means I can't set the lotag 32767 anymore !
Any idea ?
Could you try making a really slim sector with the secret lotag that the player will have to cross to get the actual secret? The underwater pal will remain the same so the player might not notice.
I'll try, but not easy. There is the SE teleporter function between "above" and "under" the water which couldn't work properly if I create a sector inside but without this effect's lo-tag.
I'll put this aside for the moment, because I've got another problem now which is more relevant in my map :
I've tried to encase an Access Switch in an alcove / sort of cupboard, with a ceiling door covering it (see pictures). Once the door is activated, you can see the switch. But the switch doesn't work, it's working only when I put this sprite directly against a wall. But once the switch is placed as shown on the pictures, the access card doesn't work and nothing happens. The switch is very close from the player, not really deep at all. I don't know why is that.
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That's because the player has to "pass through" a tag'ed sector I think.
Replace the sector taged door with a SE31 or 32 or 21 ;)
Yeah generally you don't want different tagged things in the way of what you're trying to do. You don't want a tagged sector between you and a switch for example, and you don't want an elevator sector directly next to a door sector as another example (that's why you often need to shoot switches behind doors that close because you can't press then due to this bug).
Also, if the thin sector trick doesn't work, I'm afraid there's not much else you can do. Underwater sectors are generally annoying to work with when you want to make complex effects like doors or whatever and require workarounds.
The trick with sectors 31 has been done, no choice. I had also thought about that solution. Thanks.
For the underwater trick, I'm giving up because I see it's not possible to do it the way I want it.
Many thanks anyway.
The problem with putting a thin secret sector underwater is that the player retrieves all his oxigen and the underwater sound is reset.
There are times when it's desirable when you want the player to reset his oxygen underwater. It's a nice trick to cover a thin sector with bubble spawners and have the player pass them to get his oxygen back.
So I want to make a lift where when you press the button to go down, a forcefield activates so you can't leave, then the forcefield switches off when it's reached the destination (I plan to use a two-way train or something for that bit)
But the question is, is there any way that I can get the forcefield to start off deactivated, or maybe some mechanism where I can get the player to deactivate it, while still having it work normally given it needs to work in conjunction with the lift?
You can force the forcefield to deactivate by forcing the player to press a button earlier in the map.
There´s a way to make a button usable only once to ensure the player doesn´t press it again fucking up the sequence: Put a SE 31 in any sector and put a gpspeed 0,0 in this same sector. When SE´s 31 are working, the button which activated it can´t be used again, until the SE31 completes its task. If the gpspeed is set to 0, this means the SE31 will never finish moving, because it moves at 0 speed.
Quote from: Gambini on 18 January 2013, 02:26:17
You can force the forcefield to deactivate by forcing the player to press a button earlier in the map.
There´s a way to make a button usable only once to ensure the player doesn´t press it again fucking up the sequence: Put a SE 31 in any sector and put a gpspeed 0,0 in this same sector. When SE´s 31 are working, the button which activated it can´t be used again, until the SE31 completes its task. If the gpspeed is set to 0, this means the SE31 will never finish moving, because it moves at 0 speed.
That's a really useful tip there, in the past I've used switches behind doors but then you can only press them by shooting. Thanks!
So having the SE31 going won't mess anything up when I use other activators in doors or something to get the forcefield working in timed sequence with the lift?
Not sure how they´d be related. You should play around with it.
Or check It Lives´ ending sequence. I´ve used it there, since I needed buttons not to be re-usable, so Lezing came up with that idea.
I'm working on a map where you're in a room and the enemies come at you in waves. I'm using helper sectors with the SE 10 technique to have time delayed respawns.
The problem is, on one of the waves, I want some explosions to happen, however my explosions (seenines with a masterswitch in the sector, correctly tagged) aren't being activated by the activator in the helper sector. Any help on this? (Note: I want an SE 13 to trigger, as well as explosions, because I'm making a hole in the roof for that wave).
Hmmm...you can't have both an Activator and a Master in the same effect, I believe.
What if you set up the explosions the usual way and tag the Master with the correct delayed time span? ( Master tagged with the tag-number from where the player first enter the "zone")
Or am I on thin ice here? ( I'm at work ;D )
Well if you mean have it be triggered by with the initial wave but have a long delay, that's too much trial and error to match up the time with the respawns. And if I want to change one of the earlier times, I'll have to do the trial and error all over again.
Use my target method.
Have the trigger for the respawn activate a sector with a shooter in it (2556 - Shrinker) and a target with a Hitag 1. That target will be hit by the shrinker and trigger the explosion (if you link it to a masterswitch) - put another activator in the shooter sector that also matches the Target's Lotag to turn the shooter off again when the target is hit.
Otherwise, replace the target with a SEENINE or something and place a crack next to it that matches the masterswitch, that will deffinitely set it off. You sould then have the ceiling fall after the explosion to stop the target going again. This might be better as the crack can also trigger the SE13.
Edit: Some trivial info - it takes about five seconds for the shrinker to travel the distance of a wall that is just below the threshold for turning blue in mapster.
Damn! Using shooters is...like genius, HighTreason ;)
Quote from: Micky C on 29 April 2013, 13:54:41
aren't being activated by the activator in the helper sector
maybe i'm on thin ice as well, put a masterswitch in the helper sector
Quote from: Forge on 29 April 2013, 15:46:51
Quote from: Micky C on 29 April 2013, 13:54:41
aren't being activated by the activator in the helper sector
maybe i'm on thin ice as well, put a masterswitch in the helper sector
I tried that. No dice.
I did consider shooters, I was hoping that there was an easier way. But now that I think about it the shooter method isn't all that hard.
Thanks.
The shooter method worked btw :)
Now, I was wondering if any of the shooters don't go all funky with their aiming when you're too far away? I wanted to use the RPG but that just ends up shooting directly upwards 90% of the time due to the large distances involved causing overflow errors.
i think the shrinker should work over long distances
Ah, I should have been more clear, a shooter that tracks the player (including height). Although it's looking pretty pessimistic at this point.
I have a subway vehicle with a lot of nested sectors within the car (in fact most of it is nested sectors), but the problem is, these sectors don't "grab" the player, and I keep sliding off when I get on. Is this normal? Is there a way to fix it? The relativity bits are all set, and all the sectors have the same hitag and everything.
i never messed with subways nor trains too much so i'd need a sample map to tinker with
Are you implying I should send you a simple map?
you can if you want, but like i said, not really my area of expertise since i never used that effect to any extent beyond simple small stuff.
i would tinker with it and see if "ignorance is bliss" and maybe stumble onto a solution
-or- you can take a pass and wait for someone who knows what the hell they're doing. won't hurt my feelings if you'd rather take that road.
Ok here you go. If you fail, I'll try to get someone else anyway :P
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In a subway (both systems) The only active sector that moves sprites, enemies or players is the big outer -or main- sector. All the nested sectors that move with it are going to be decorative and all their vertexes must be shared with the main sector (you can´t even stand on those sectors because they won´t move you).
For two ways trains you can place all kind of spritework -again- on the main sector. And with regular subway trains you can too place sprites but they´re going to move from their original position a little bit with every curve the train takes.
That's unfortunate. Well thanks for the help, I guess I'll have to modify my subway and hope I can do a reasonable compromise.
Can anyone remember if you could make a 2 way train with more than one car? (without using one long main sector)
You can´t.
:(
Guys help me out here please, is there a way for wall alligned sprites to be modified by the SE 8 ? (Up open door lights)
afaik wall aligned sprites aren't affected by sector lighting effects - just pals
Fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu!!
i know. i tried to make a flashing neon sign on top of a nightclub in my last map. went through all the work to set up a bunch of cycling sectors, got everything timed just right, and then found out the letters wouldn't light up because they were wall aligned.
(flipped them to floor aligned and it worked great - if you happen to be flying over with a jetpack :P)
not sure which sprites you're working with or the environment you're working in, but some sprites (mostly actors i believe) take on the shade of parallaxed skies. not sure if that applies to wall aligned or not, but it works on floor and view aligned. since you're asking about door activated lighting i'm guessing it's indoors, so maybe some fancy camouflaged stretching sectors that expose the sprites to a parallaxed sky sector hidden in the ceiling. -can always throw the sprites you're working with under a parallaxed sky and see what shade they take on to see if it's a viable option-
I need some help: for some reason, teleporters don't work on floating enemies anymore! I don't know why, but it annoys the hell out of me since it screws up an effect I'm working on. Can anyone help or reproduce this?
I hope you find the solution Merlijn, in the meantime I post my own map blocking effect problem:
My sliding door just doesn't want to be activated by a switch. I'm trying my best but it's just not happening, the door works fine by walking to it and pressing use, but not when I activate it with a switch. The same switch also activates another door but it's a ST 20 (open up door), even though both doors share the same masterswitch. I'm baffled. Tried with activators and masterswitch, nothing happens.
@DavoX:
Give the sliding door a +1 tag on the Activator or Master.
Example: the SE20 door is tagged 10 (A or M).
Then tag the sliding doors A or M with 11
Edit: The A or M inside the sliding door also must have different tags.
Again: Se20 door A or M tagged 10.
The two A or M's inside the sliding door: 11 and 12 tags.
@DavoX:
If you're confused, open up my map Afterglow; Twin Creeks in Mapster.
See coordinates: X:65397 , Y: 61858 ;)
Quote from: Merlijn on 29 July 2013, 19:49:27
I need some help: for some reason, teleporters don't work on floating enemies anymore! I don't know why, but it annoys the hell out of me since it screws up an effect I'm working on. Can anyone help or reproduce this?
does lowering the ceiling until their belly drags on the floor work? (if that would fit in with what you're trying to do)
I want an octobtrain to be teleported to a different location in the map. I tried experimenting with different heights of the room and different heights of the sector effector, but nothing works so far. :(
I'm pretty sure it's possible though, since the effect is also in one of the DNF maps. And is this an eduke32 bug or something? It doesn't seem like an intentional thing.
Do you mean that scene from the trailer? That might have been a specially coded con effect (just guessing here), are there any other examples of that effect in a vanilla map?
Also, I didn't know about the +1 with sliding doors :o
That's baffled me for years causing lots of headaches! Great to finally know how to fix that. Although it's really annoying they made it different like that in the first place... >:(
Yeah, I meant the scene from the trailer. The octo seemed to behave according to a certain code, but the effect looked like a regular teleport effect.
I'm also pretty sure teleporters used to work for any enemy: they would simply teleport anything that entered the sector, regardless of height. I'm not sure why this has been changed, I might post about this on duke4.net.. Now the teleporters only work for enemies on foot. This sucks, it screws up something I was eager to implement. :(
Just hold off, don't get discouraged, I'm sure you'll find the way. Let me try to recplicate the problem on my end...
Well it happens to me as well :(.
Yeah the "Octabrain" in DNF is a new actor that only moves in a straight line.
So.. I think this can be classified as a bug?
I have my Build knowledge and skills rusted and rotten but have you played with the height of the SectorEffector? Certain teleportation effects rely on the height of the SEs, just like water and manhole teleporters.
I tried that and it doesn't work .
Quote from: Merlijn on 30 July 2013, 21:40:40
So.. I think this can be classified as a bug?
did this effect behave differently in original dos duke?
if it used to work and now doesn't=bug
doesn't mean they'll fix anything if it'll break something else (like billy boy's transparent submersible water)
Well, I find a bit of a work-around with a different effect.. it's not perfect and can be broken though.
What I want is to spawn some floating enemies at a specific time at a specific location. I thought spawning enemies through a teleporter (which gets unlocked through a timed door) was the easiest way to do that, but if you guys know a better method, please share! :)
Why not just have a time delay respawn using the SE10-activates all activators in sector thing? Have the respawn sprites off the ground of course.
I honestly didn't know about that (aren't SE10's used to auto-close a door again?). It's not in the infosuite either. So how do I exactly connect a respawn to that?
Gambini teach me that when a door closes with SE 10 (timed delay) it will activate any activators that are inside of it. And activators can activate respanws. I did this in a complex way on my latest map, it was a pain :P
Basically you have a helper sector outside the map consisting of a normal sector and a ceiling door with the ceiling down to the ground. You put an SE 10 in the door sector for roughly how long you want to delay the effect. You also put in an activator to be triggered by touch plate or switch to start the timer, and finally you put in any activators or master switches you want to be triggered as the door closes.
When the SE 10 closes the door, it triggers all activators and master switches within the door sector. Great for timed respawns and other times effects. And timed effects can be chained together using multiple helper sectors.
However if you don't want the original activator to be triggered again, a 2-way train would be the better choice for the delay. However the SE 10 trick should do what you want in this case.
edit: reread Micky's post and seen that i missed a few things he said
use a one time activated touchplate to save on sector work of making a 2-way train if it fits in with your plans.
if using a switch to initiate the effect - go with the two way train method to start the chain reaction
You could also use SE 10 method with a switch if you have a simple helper sector that's merely a ceiling door with the ceiling raised and an activator with the tag of the switch. When the switch is pressed for the first time, the simple door and all other effects trigger as expected, however when you press the switch again, because the helper door sector doesn't have an adjacent sector, there's nothing it can raise up so it doesn't activate, and apparently none of the other effects activate either as a result.
Thanks guys! I'll experiment with this when I get the change, it seems like the best way to go. The effect is not activated by switch, so the SE10 should be sufficient.
It's working like a charm! :D Thanks guys, thanks to you red1 is a better map now. ;)
Yes! Just finish it already :P
Working on it. Didn't have much spare time the last few weeks (I had to pass an exam for my drivers license, which is a bit more important to me then build ;)). But I have some time again now, I still hope to finish it in august.
Now that I look at what I've posted, it sounds a bit angry or whatever, it wasn't my intention. I was distracted when I posted that :)
stop trying to type with one hand
Quote from: DavoX on 07 August 2013, 02:35:20
Now that I look at what I've posted, it sounds a bit angry or whatever, it wasn't my intention. I was distracted when I posted that :)
All is forgiven when you finish Freerunner.
Ah shut up ;D
I guess it's the right place to post about something odd related to mapster32/or the game ;
I found out that when I use an explodable sprite (gas bottle in this case) combined to a masterswitch to trigger the explosion, the explosion doesn't occur (no sound, no blast) if the exploding sprite (the gas bottle) lotag is set to 0 (delay). Only the screen will shake for 1sec (and BTW I find this anomaly very interesting).
Is this trick known ? Someone could confirm ?
Yes , at least I knew about it.
IIRC that "glitch" is mentioned in the info suite.
Damnit ! Yes. It's mentionned in the demolition section, not in the "oddities".
Is there anybody who could give me some clues about a trick ?
I don't know how to make some sprites move in a rotative movement, this movement triggered by a small rotative sector (so the sector is not noticed but only the "flying sprites" are seen by the player) ? The purpose is to make some flying insects around a trash can in an outdoor environment.
The sprites are outside the rotative sector (objects are spread while the sector is as thin as possible), but nevertheless they are carried away by the rotation ! I know it's possible, but the way to do this is not clear.
I guess this is only doable with "active" sprites, but that's not a problem (Now if this is also doable with any kind of sprite it would be even better...)
Also, I hardly understand what's the function of the "owner" of a sprite in its properties ? (This is related with the technique I'm trying to figure out above)
Help would be appreciated.
Ask senor Gambini ;)
Or open his map " It Lives" in Mapster32.
Yeah you can either put the sprites -physically- in the sector and play with the x offset value to make them look like they´re outside (different offset values will give different distances). Or put the sprites wherever you want and manually edit their sectnum. You´ll have better results with the latter option but it requires you to edit the map in expertmode and that is dangerous.
You can use "dead" sprites for both options, but their statnum must be 2 or they´ll glitch.
Many thanks, Master. :)
Your help is really appreciated, that's a trick I ever whished to do.
I know....I suck :D
I've downloaded the latest EDuke32 just now ( 02 feb 2014 version) but there was no Mapster32 in the package.
Where did Mapster32 go?
Download the SDK file;
http://dukeworld.duke4.net/eduke32/synthesis/20140202-4297/
Rather irksome IMO.
Ahh....thanks man :)
I find it a bit strange that you'll have to download a SDK file in order to upgrade an existing program...
Oh...well, I'm getting old.
Hi guys, I have one question about mapster32.
I want to copy and paste sectors. I have read a lot of FAQs and they say that with [RIGHT ALT] I can draw a box, but no, it only workd with build, not with mapster32. Is there any key in mapster32 that equals the [RIGHT ALT] in build?
It's a glitch in recent mapster which prevents the ability.
I have 2 mapsters installed, the most recent one, and when i want to copy paste, I used an older. The one I use is from august 2013 and copy/pasting does work in that one. you can find it in that list http://dukeworld.duke4.net/eduke32/synthesis/
Thanks a lot! ;D
EDIT: I downloaded it and it works very well. I don't understand how I mapped until today without copy pastin sectors, this sava A LOT OF TIME.
I have another question, what are the differences between the new mapster and the old one? because if there are not major differnces I will use the old one all the time.
I've encountered the same problem with the latest Mapster.( ver 1.9.9.9)
But when I used the Mapster32.debug.exe file instead it worked again.
I don't think there's anything special in the newer mapster that would require you to use it.
Note that you can still select sectors by holding alt and the plus button on the keyboard with the mouse over the extor of interest, and releasing alt.
I highly recommend you read my guides for good mapping and mapping quickly, they'll probably help you out a lot. I'm on my phone so I can't link them at the moment.
well stand up and pry your phone out of your crack
In the time it took you to make that post, you could have also included a reference to my guides.
http://www.scent-88.com/forum/index.php/topic,221.0.html
Quote from: Micky C on 22 March 2014, 11:32:49
In the time it took you to make that post, you could have also included a reference to my guides.
http://www.scent-88.com/forum/index.php/topic,221.0.html
When I wanted to Copy paste was because I readed in your guide. I found this guide on steam and it's so usefull. Good job Micky C.
Quote from: Micky C on 18 January 2013, 01:36:41
So I want to make a lift where when you press the button to go down, a forcefield activates so you can't leave, then the forcefield switches off when it's reached the destination (I plan to use a two-way train or something for that bit)
But the question is, is there any way that I can get the forcefield to start off deactivated, or maybe some mechanism where I can get the player to deactivate it, while still having it work normally given it needs to work in conjunction with the lift?
I did this by accident recently link it to a switch that in the OFF position.
Quote from: Forge on 19 July 2013, 05:44:23
i know. i tried to make a flashing neon sign on top of a nightclub in my last map. went through all the work to set up a bunch of cycling sectors, got everything timed just right, and then found out the letters wouldn't light up because they were wall aligned.
(flipped them to floor aligned and it worked great - if you happen to be flying over with a jetpack :P)
Sector Effector 4's work for that as far as I can tell.
Quote from: Captain Massive on 13 October 2014, 21:04:49
Quote from: Forge on 19 July 2013, 05:44:23
i know. i tried to make a flashing neon sign on top of a nightclub in my last map. went through all the work to set up a bunch of cycling sectors, got everything timed just right, and then found out the letters wouldn't light up because they were wall aligned.
(flipped them to floor aligned and it worked great - if you happen to be flying over with a jetpack :P )
Sector Effector 4's work for that as far as I can tell.
Well, I reckon neither Fuji nor Coca-Cola want their neon sign flickering.
SE4 does exactly that.
A cycler trick would control the lights.
SE4 is not the effect i wanted - i was trying to get the letters light up in sequence one at a time. then when the whole word was lit up it'd go dim and start over.
i needed to be able to control the speed/timing. it might be possible, but trying to get the timing on an 11 letter word would have been more trouble than it was worth - and it still has a randomness to the effect. You can hi-tag it to flash once per two seconds, but you can't really control which part of the two seconds it's going to decide to flash.
Good point unless you wanted it to act busted looking like a from dusk till dawn mexican bar this simply would not do the trick.
Maybe SE8's or SE12's on timers but only if its horizontal.
Quote from: Forge on 13 October 2014, 23:20:27
SE4 is not the effect i wanted - i was trying to get the letters light up in sequence one at a time. then when the whole word was lit up it'd go dim and start over.
i needed to be able to control the speed/timing. it might be possible, but trying to get the timing on an 11 letter word would have been more trouble than it was worth - and it still has a randomness to the effect. You can hi-tag it to flash once per two seconds, but you can't really control which part of the two seconds it's going to decide to flash.
From the top of my head ( at work....).
Could it be done with putting each letter in a small sector and parallax the "ceiling" of this tiny sectors?
I have a case where the SE 4 isn't changing the shade of the view aligned sprites. That seems pretty unusual to me. Any ideas?
Quote from: Micky C on 14 October 2014, 13:27:12
I have a case where the SE 4 isn't changing the shade of the view aligned sprites. That seems pretty unusual to me. Any ideas?
Maybe its just my luck, but I found that some rooms are just stubborn like that, I have one that wont cycle and one that acts like what you described, yet works in other sectors just fine.
What did to get around it was use a spotlight with an animated texture insted which I learned from your FAQ.
Quote from: Puritan on 14 October 2014, 10:54:32
From the top of my head ( at work....).
Could it be done with putting each letter in a small sector and parallax the "ceiling" of this tiny sectors?
iirc i tried that. made no difference, not even which shade the sprite started off with since they were wall aligned.
it's been a few years (my last solo map), maybe something's changed since then. like the xvel 1 sprite value to toggle off blocking floor aligned sprites from acting like a floor while underwater that Micky mentioned in another thread. I wish that was around when i made the underwater section in that dam map of mine.
Here's an idea you could texture the wall instead of using sprites with the letters, if you don't mind the black backround and that should cycle it.
Also why does the palettes not work on cycler's for me? In the book I have it says they should change the colors???
they were free-standing letters
the map where i wanted the effect was released 3 years ago, so it doesn't really matter for me anymore other than a curiosity if something's changed to make it possible.
cyclers are not affected by a pallete change. the sector pallete is permanent.
however the SE4 does make use of palletes. SE = pallete when light is off, Sector = pallette when light is on
Oh OK so the text I was reading was incorrect, thanks that saves me allot of frustration.
For my next level I want to make the Bikini Car Wash and that letter idea would be nice so I'm gonna keep poking that bear until I figure a viable solution, but should probably forget about it for now and cross that bridge later.
Tried using the E4L1 animated paralax sky but it only seems to animate in some sectors. Any ideas?
isn't that one of those sky textures that kinda merge itself automatically with the accompanying textures when paralaxed(e.g. like moonsky and bigorbit) ?
i thought cloudyskies and cloudyocean did the same thing, and if your sky is too big and open the player can see the unanimated edge of cloudyocean
i could be wrong. i never really used that particular texture.
How do I fix this or prevent this from happening? Im just learning to map and this frequenlty happens to the textures. Some texture start from halfway and repeat not starting from the edge. You can see on the image it also happens to other textures with different variups sizes and Im using the right size for things.
Hold down 'Shift' and use '4' and '6' on the numpad to adjust respectively to left or right.
Alternatively, hit / to reset the texture scaling and panning then resize it as normal.
There's also some mouse combination you can use to pan with the mouse, either ctrl or shift at the same time as one of the buttons, luckily whenever you press a mouse button lettering appears next to the cursor to tell you what it will do, you can even adjust sector Z by using the scroll wheel this way after holding the button down on a floor or ceiling.
Ok, thanks going to try that now.
Can I rotate a sector? Not make it rotate in the game, but rotate a sector after being selected. For example making an up arrow sector and rotate it to point downwards.
http://wiki.eduke32.com/wiki/Build/Mapster32_Keyboard_Commands#2D_Mode:_Mouse
Look up the left-shift bit.
Is there a way to make a monster stayput inside a rotating sector?
I've built a rotating sector with the SE1 and a SE0 ( pivot )
Into the sector that is circeling I did put a commander (stayput he is).
Now, he stays inside the sector for a few seconds then he "jumps" outside.
He won't be circeling anymore but he still stays in one spot even though the sector he is residing is quite big.
(I tried to make his sector purple lined but it didn't help. I also built a cage of blocked sprites around him in this sector but didn't help either...)
Anyone with a fix?
Quote from: Puritan on 24 October 2017, 20:17:05
Is there a way to make a monster stayput inside a rotating sector?
I've built a rotating sector with the SE1 and a SE0 ( pivot )
Into the sector that is circeling I did put a commander (stayput he is).
Now, he stays inside the sector for a few seconds then he "jumps" outside.
He won't be circeling anymore but he still stays in one spot even though the sector he is residing is quite big.
(I tried to make his sector purple lined but it didn't help. I also built a cage of blocked sprites around him in this sector but didn't help either...)
Anyone with a fix?
enemies always seem to slide to the outside of a rotating sector like they're in a centrifuge - then they jump out when they get to the edge.
the only suggestion i have is to put the stayput enemy in a child sector inside the rotating sector - then have the child sector move within the rotating sector and track along with the rotation at the same speed.
couldn't tell you if the enemy would stay in it, or end up squished like it was hit by a train, I haven't mapped in years.
I tried but he slips outside again...
But thanks for giving inputs anyway :)
Recently I discovered a new file in Eduke32 when building maps.
It's called ' *.maptags '
Anyone know what the file is for?
Does it need to be included when publishing a map? ( Example: I'm thinking of the *.ain-file that comes with Half -Life 2 maps).
I only recently found out about this one, it's for "convenient tags". Basically, you can write any word instead of numbers to link a channel, for example DOOR1 or something instead, and the maptags file will link these with tag numbers. I got rid of it fast myself, as it's not something I'd need myself - the file is created even if you mistakenly write a letter instead of a number while putting the tag. Don't think it's necessary to include in the release, I think the name-tags are only used for the editing maps, but then it gets converted to numbers, as I've never seen one attached with a map - but I'd recommend doing a quick check if the map alone would work without it, or even better checking that on a short example map with one activator-open door using a convenient door tag instead of regular one.
Quote from: Aleks on 18 January 2021, 11:16:08
I only recently found out about this one, it's for "convenient tags". Basically, you can write any word instead of numbers to link a channel, for example DOOR1 or something instead, and the maptags file will link these with tag numbers. I got rid of it fast myself, as it's not something I'd need myself - the file is created even if you mistakenly write a letter instead of a number while putting the tag. Don't think it's necessary to include in the release, I think the name-tags are only used for the editing maps, but then it gets converted to numbers, as I've never seen one attached with a map - but I'd recommend doing a quick check if the map alone would work without it, or even better checking that on a short example map with one activator-open door using a convenient door tag instead of regular one.
Thank you, Aleks ;)
That naming feature reminds me of the tag-system in the Source engine ( Half-Life....etc.)
Think I'll stick to my "ancient" system.....paper and a pencil to keep track of tag numbers.
Yeah I'm also too used to the old system. I don't really write the tags anywhere most of the time, unless setting some effects that require lots of different channel, then I go for example 280XX and XX goes from 01 to whatever is needed. Other than that I just put random 4-5 digit number and check if it's free. There's a useful feature when you hold Left Shift over a sprite, it will show lines connecting to every other object tagged under the same channel.