Hello! I am working on an episode with a silly title such as Doki Doki Island (that's a tentative name, though). I thought it was reckless for an amateur, but I figured that submitting to moddb would motivate me. Some of the past questions and answers in this forum have been used as reference for map making. I may post questions, complaints, or whatever else I feel comfortable posting in the future (if allowed).
Hello! I've hardly been able to do any map making this past week.
I have a few silly but interesting ideas in mind, so I may be able to get some work done today There are a lot of ST1 effects that I don't understand, but...I'm going to touch the editor today and pick up some of the problems that are particularly high on my priority list.
I intend to use a lot of effects to make the Sector Object that moves along the path stop permanently just before the Track End instead of going back and forth.
If the path is NOT a straight line, it is difficult to make it stop naturally no matter how many times I test it, and it always turns around a little unnaturally instead of facing in the natural direction just before it stops.
I think the reason may be that there is a rule that correlates the position of the Track Sprite with the position of the Sector Object, and I don't understand it
For example, Track Start is the same, but I wonder if there is a rule for its placement...
Center position of SECOR OBJECT (very small interval) PASS:1 - TRACK_START (very small interval) PASS:1 - TRACK_SET_SPEED 50 ↓ PASS:1 - TRACK PASS:1 - TRACK... ↓ PASS:1 - TRACK_SET_SPEED 0 (very small interval) PASS:1 - TRACK_END
You can open up maps from my swc20 addon and have a look at the tracks. I'll give a better answer later when I'm at a computer. I've haven't been building for over 6 years but I'll have to jog my memory.
should have a so_angle st1 sprite hitag 16 in your main sector that follows the track and the tail of the st1 sprite is the angle the sector object will face. every track should have a lo tag 700 and lo tag 701 start and stop track sprites. you may need to include a 703 track stop near the end or a 726 wait for event to stop it.
should always have a speed set tag near the beginning of the track. lo tag 702.
track tag info is found at the bottom of the spritags.txt file.
track sprites are the blue track numbers.
swc20 tron.map and shootout.map has lots of tracks to check out... well most of them do to I guess.
- With a sprite's bool 11 set to 1 the sprite is supposed to remain stationary when in a vator sector... should work I do believe, there is a way.
Yes, 16 SO_ANGLE is placed inside, of course I'm not sure if there is a rule or not, so it is safe to take the official maps and other well-functioning maps such as SWC20 as a reference for similar track sprites placement intervals.
I have repeatedly tested ST1 effects on test maps. Thanks to this, I have found that I can use quite a variety of effects myself. I can start working on things I wanted to do but couldn't. There are still a lot of art files I need to add for the event.
Hello! This week has been tough in many ways, with a bad cold going around at work and work becoming very busy and erratic. I haven't had much time to play with the editor. I have a lot of ideas floating around in my head, so I just wish I had more time to give them shape. I hope to upload a trailer or video by the end of the year. I want to convey the atmosphere of my mod.
Level 4 is half done, so I can start the second half. And I'm trying to add a few small events. I think it's becoming more and more of a quirky game (lol).
I hope I can borrow this place to publish something in advance.
Thanks! I was able to change the death art files for evil ninja, but Lo Wang's hand animation is impossible for me I can change the image but not the animation settings to match the vertical swing. It would be more convincing if it swung down vertically, though. Oh well.
I'm also changing the death animations of other enemies a bit. Basically, I increased the amount of blood and made it a little more brutal. I didn't want to overdo it, though.
I'll post some more stuff on Friday and over the weekend!
I'm still busy as ever... I'm still working on the details of Level4.
The map structure alone is 90% done, but the events in Level4 are a bit complex and time-consuming. The build engine does not allow passing flags and functions between levels, so I have to complete the events within a level.
browneyebilly: is it expensive to keep this site up and running Robman?
May 19, 2023 20:06:43 GMT -5
browneyebilly: it would seem you are helping to preserve a lot of the stuff for the custom SW community
May 19, 2023 20:07:37 GMT -5
Robman: Nah, this is hosted for free, just my time creating and moderating and maintaining is involved. I think this version of the forum was made in 2005. The SWC website in 1999.
May 21, 2023 17:52:26 GMT -5
Robman: If some months it's ad free here, I'd have paid for that. And yes, I loved SW so have enjoyed unofficially playing and supporting it for 25 ish years.
May 21, 2023 17:54:15 GMT -5
Mxrtxn: browneyebilly, hi there, I just wrote a reply so you can insert your voxels into the game. I just happen to check this site after many months and saw your question. I am mostly a voxel artist so to speak any doubts about map making "per se" are better
May 22, 2023 19:53:26 GMT -5
Mxrtxn: replied by Robman, due to the fact that he has made many many maps, even a MOD for Shadow Warrior. By the way, there´s a discord of this community too. Take care and good luck.
May 22, 2023 19:54:21 GMT -5
Mxrtxn: Brownney you can´t take palette file directly to magicavoxel that´s why I used that screnshot of the colors when using magicavoxel. In Slab6 is were you do the real conversion of the colors of the voxel using the pallete file of SW.
May 22, 2023 19:56:05 GMT -5
browneyebilly: hey Robman do u have a list of all the shadow warrior stuff you've finished working on and released? I'd love to check out any of thew single player stuff you may have made.
May 28, 2023 21:47:41 GMT -5
Robman: The SWC20 addon has pretty much most of it, found on the maps page.
May 31, 2023 8:34:49 GMT -5
zillamook: Does the download of the deadly kiss assets include the maps from both Joe Wilcox and Crista Forest's data?
Jul 18, 2023 11:58:19 GMT -5
Robman: I have no idea
Jul 18, 2023 13:27:28 GMT -5
Robman: But it's available over at rtcm
Jul 18, 2023 13:28:26 GMT -5
zillamook: It looks to be only the data shared by Joe earlier than the 30 maps from Crista, which is unfortunate. There were 30 other maps apparently.
Jul 18, 2023 15:30:02 GMT -5
zillamook: Oh well, it's good that DK is available in any form. Just basic interpretation skills easily show that the "restoration project" post indicates how low of priority the project has been from the first minute.
Jul 18, 2023 15:30:50 GMT -5
zillamook: Meaning they'll sit on the thing while working on 2+ year long DLCs, after which they'll put other things ahead in priority anyway.
Jul 18, 2023 15:32:09 GMT -5
Robman: It's definitely good that SW fans have access If you're a fan... you're niche enough and withholding content is very poor taste.
Jul 18, 2023 16:05:41 GMT -5
zillamook: Yep. And hopefully one of the stooges sitting on the other assets will wake up one day and release the other assets.
Jul 18, 2023 17:30:28 GMT -5
nutella2006: Hello, does anyone know where I can install the SWP editor?
Sept 4, 2023 18:32:52 GMT -5
jewballs: I come here to make robman a happy man
Oct 18, 2023 3:32:48 GMT -5
Robman: Mission accomplished
Oct 18, 2023 8:21:09 GMT -5