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Post by Ninjakitty on Jun 14, 2016 22:57:12 GMT -5
Why does this keep happening?! annoying.bmp (886.75 KB) Every time I copy a sector, it turns permanently white and usually invisible. And I can't delete them!
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Post by Ninjakitty on Jun 15, 2016 13:09:02 GMT -5
How can I manually pan textures on walls? How I can get the textures to match up right when building a car or truck? Also, I'm trying to make rotating doors but it won't let me put in a negative value for the door angle. Both minus keys do nothing. Is there any other way to make it rotate counter-clockwise?
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Post by Robman on Jun 15, 2016 16:35:37 GMT -5
texture sizing is done with the arrows on the numpad (hold 5 plus the arrows to jump in bigger increments)
The negative value thing is an swpbuild 1.2 bug, grab the latest copy of SWPbuild 1.3 or something. and the negative input will work properly.
To delete sectors, right -alt select them, point at flashing green sector and press ctrl-delete. Try to always take the sectors you're going to delete, OUT of the main sector somehow first, select it all with right shift select or build it to be outside of the main sector to isolate it.. it can be tricky.
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High Treason
Warrior
Resident Pervert and source of offensiveness.
Posts: 234
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Post by High Treason on Jun 15, 2016 17:18:10 GMT -5
If you're deleting sectors, it doesn't hurt to save the map BEFORE doing it and then change the name for the next save. Even experienced mappers such as me (In other games at least) occasionally overlook something or get caught by the engine being in a bad mood and end up corrupting the walls or something. Probably won't happen, but it's better to make allowances for it just in case.
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Post by Ninjakitty on Jun 15, 2016 17:37:44 GMT -5
Is there any way to move (not stretch) textures on walls (not ceilings or floors)? Also, luckily I always save before making any kind of change involving sectors. The problem isn't so much that I can't delete it, it's that I can't copy most sectors. Doing it manually can leave a lot of room for mistakes. The map is still coming along great and I think I have even figured out how to use tracks for actors. I have also figured out that the gray ninja is the only ninja in the game that can't crawl.
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High Treason
Warrior
Resident Pervert and source of offensiveness.
Posts: 234
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Post by High Treason on Jun 15, 2016 18:02:49 GMT -5
Press Shift whilst using the number keys to pan textures around - literally like stretching them, just with the shift key held down. Pressing / will reset the stretching and panning (possibly also the shade) as far as I remember.
Tab will copy the texture you are pointing at and Return will paste it. Alt+C will replace every texture you are pointing at with the one you copied with Tab, use that with caution, best saved for if you want to change a sky or something.
I don't think SW Build has Auto Align (< or > in 3D Mode) and if it does, it will move every texture in the sector in an attempt to align them, again, use with caution because it doesn't always get it right.
You're right to regularly increment your map save. I think I still have 212 revisions of Quantum Physics around somewhere (A Duke3D map I made) and probably more of others... Yeah, I'm paranoid.
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Post by Robman on Jun 15, 2016 19:24:56 GMT -5
Pressing shift doesn't do anything in SW/P build for textures, > aligns all the textures to the right of the selected texture.
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Post by Ninjakitty on Jun 15, 2016 19:33:59 GMT -5
Where can I get SWPbuild 1.3? On ProAsm there's only 1.2.
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Post by Robman on Jun 15, 2016 20:41:04 GMT -5
SWC files section(duh) Don't tell me you haven't been to the site, only the forum? hehe.
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Post by Ninjakitty on Jun 15, 2016 20:47:12 GMT -5
Still only found 1.2. (Don't worry, SW Central was still the first place I looked)
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Post by Robman on Jun 15, 2016 21:30:23 GMT -5
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Post by Ninjakitty on Jun 15, 2016 22:05:57 GMT -5
Oh, whoops! I thought that it was going to be labeled SWPBuild like the last one. *Facepalm. The one I have is labeled SWP Build. It's nice though that I can have a good playable version of SWP in the same folder as SWP Build. *Edit: Nevermind, this version of SWP is unplayable. It works worse than a terribly built DN3D port. every few seconds, more and more colors get messed up and it appears to be trying to use pallets from other build engine games. The music is also stuck to DN3D music. Hopefully the Build part isn't as glitchy
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Post by Robman on Jun 15, 2016 22:12:21 GMT -5
That's strange. I kinda agree, the newer swp 1.3.3 version can have some stranger things happen. Just take the New SWPbuild version and stick it in your SWP 1.2 folder or whatever. 50 posts .. looks like you're a warrior now very nice.
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Post by Ninjakitty on Jun 15, 2016 22:15:04 GMT -5
I don't even know how it played that music, it's nowhere in the files.
*Edit:
Is it possible to have this version of build with old version of SWP?
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Post by Ninjakitty on Jun 15, 2016 22:30:42 GMT -5
I put my new version of Build with my favorite version of SWP and it works great. But for some reason, it will only let me load/save my maps from the main SWP directory (this happened with the old version of SWP Build too, but now it's more of a problem). How can I save/load a map from somewhere else without having to worry about it not being able to find the map?
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Post by Robman on Jun 15, 2016 22:40:52 GMT -5
I just work on maps that are in the main directory.. for that reason.
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Post by Ninjakitty on Jun 15, 2016 22:59:57 GMT -5
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Post by Robman on Jun 16, 2016 16:34:15 GMT -5
Image doesn't work for me, jpegs are much smaller than bitmaps Are you on the Duke4 forums?
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Post by Ninjakitty on Jun 16, 2016 20:49:51 GMT -5
The problem is that pressing "o" on any of the textures that go on cars fixes only part of the problem. The textures will match but it takes out the part of the texture that looks like the ground and instead just makes it look like the rest of the texture... hard to explain. This jpeg is not smaller... But now it actually shows a preview, so I think it will work.
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Post by Robman on Jun 16, 2016 20:53:44 GMT -5
The only thing you can do about that is move the textures around with the arrows on the numpad and you may have to add more walls(vertices) to get the wheels in the proper spot, you can also press "F" to flip textures.
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Post by Ninjakitty on Jun 16, 2016 20:58:11 GMT -5
"Lotag 257: TAG_SPRITE_HIT_MATCH Hitag = Match. Can trigger anything. TAG3 = Default is 32. The larger this number, the more sensitive the sprite is to explosion radius. TAG7 = Reacts to ammo type: 0: Default. React only to explosions with radius damage. 1: React only to a direct hit by a weapon with explosive radius. (e.g. Hit it directly with a rocket) 2: React to any explosive weapon or any hitscan weapon (uzis or shotgun). 3: React to any weapon hit, including shurikens, sword, and fist. 4: React only to sector object weapon fire. This means any type of sector object weapon, including machine gun. TAG8 = This is kind of a weird tag. Add the numbers of the effects you want together and put the total in TAG8: +1: Force the sprite to be invisible +2: Force the sprite to be visible +4: Do not kill this sprite when it is hit. Can be triggered over and over again +8: Bouncing a grenade off of the sprite counts as a hit EXAMPLES: Rooms CA and EB in EXAMPLE.MAP."
But it still reacts to every type of explosion not caused by a player's weapons. Any way around this?
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Post by Ninjakitty on Jun 16, 2016 22:07:32 GMT -5
Update #2 : Who you gonna call? WHATtest36.map (66.97 KB) The map is actually pretty fun on wangbang but I may have made it a little too hard in single player . Everything beyond the green key card door is unfinished as of right now. Still nowhere near finishing .
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Post by Robman on Jun 16, 2016 22:14:13 GMT -5
But it still reacts to every type of explosion not caused by a player's weapons. Any way around this?Nope, not really.... an explosion is the same whether it comes from Lo Wang or something else. I'll check the map out soon.
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Post by Ninjakitty on Jun 17, 2016 15:49:42 GMT -5
For some reason, no matter what I change or create in my map, if I change it in ANY way and then save it, the switch for the blue elevator is no longer animated. Why is this happening?
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Post by Robman on Jun 17, 2016 15:54:40 GMT -5
Is the vator in the opposite position from how you want it? After you modify/save?
Give the map a new name, save it. Exit build, load it up and it should be back to normal. It's a bug that happens sometimes, it may be just specific to v1.3, not sure but I've only experienced it when using v1.3. It's a pain in the ass, lol.
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Post by Ninjakitty on Jun 17, 2016 16:28:38 GMT -5
YES! I finally fixed it after about ten tries. It is a very annoying bug .
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Post by Ninjakitty on Jun 17, 2016 17:12:00 GMT -5
For some reason, the switch is not animated when I play the map through one of my directories of SWP. It's the one I usually test with. No longer using my favorite directory of SWP to test maps.
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Post by Ninjakitty on Jun 18, 2016 15:56:07 GMT -5
I just found out that I have to fix the map EVERY time I update it. Also, it happens on both old and new versions of SWP Build. It never goes away and it only happens to that one specific door. Very annoying. I also experienced a very weird glitch while testing: after shooting a nuke and falling off of a small sprite, my rocket launcher that was on my screen glided left off of the screen and then the game crashed. I'm also noticing that by using a ladder at the right time, you can get your rocket launcher stuck in nuke mode and it won't shoot. Hopefully, this is not because of my map.
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Post by Robman on Jun 19, 2016 13:14:55 GMT -5
Try just using swpbuild 1.2 then, unless you need to enter a negative #, use the newer one for a moment. See if that stops that glitch, therefore isolating it to v1.3. There's a few tricks with nukes... like load up a nuke and sit on top of another one while firing the first one and it will auto load the second one with no countdown, let's you fire 2 nukes in a row. Cool eh Fun in multiplayer if you have nukes enabled.
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Post by Ninjakitty on Jun 19, 2016 18:55:47 GMT -5
Both versions of SWP Build mess up the door. The nuke trick is useful though. I was always wondering why there was sometimes a second explosion. Have you tried out the map? I'm really the only play tester so I'm not sure if the difficulty level is too high (especially since I know where every enemy and item is) .
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