|
Post by Robman on Jun 19, 2016 20:53:23 GMT -5
Just played it until the building with the slow swing doors and railgun/grenades. Looks like you're on the right track, you've got alot of filling in to do with all those big spaces The room that spawns all the coolies and the main room with the bridge were alittle bit of work to beat but I did. It's hard not to build things too big isn't it ie: Tables/doors/rooms.. I do the same thing hehe, just try to keep things sized properly in respect to the size of lo wang, hit f7 every now and then to enter 3rd person mode while testing to get a feel for how big lo wang is.
|
|
|
Post by Ninjakitty on Jun 19, 2016 22:18:28 GMT -5
I do tend to make things a little too big. Lo Wang does like big weapons. I forgot how tall Lo Wang was. I think he is a bit taller than Duke Nukem. I'll keep most of the main room open space because it's a fun place to launch nukes in wangbang. I will definitely have to resize a lot of things in other rooms though. Any ideas on how to implement lights into the main room? (from the tutorials I've seen, you have to split a sector into a light and dark area but that will be really hard to do with all of the walls and the sloped roof of the main area)
|
|
|
Post by Ninjakitty on Jun 19, 2016 23:06:50 GMT -5
I just looked at the original first four levels (my favorite levels), I noticed that they also had their sizing a little off. But, when the sizing is right, it looks a bit unusual in 1st person. Still keeping the gigantic crates though. But now the door looks extremely small. Do you think I should resize the items too?
|
|
|
Post by Ninjakitty on Jun 20, 2016 9:20:36 GMT -5
I'm working with sector objects now. But, the game always uses the back of the sector object as the front. Is there any way to force one side of the sector object to be the front?
|
|
|
Post by Ninjakitty on Jun 20, 2016 9:41:39 GMT -5
"Lotag 728: TRACK_MATCH_EVERYTHING Hitag = Match When the object or actor reaches this point, it will trigger everything with this match tag."
But it doesn't do anything. How do I fix this?
*Edit:
Nevermind, got it working. I forgot to set the effect type on the spawn spot I was trying to trigger.
|
|
|
Post by Robman on Jun 20, 2016 11:52:00 GMT -5
ht 45 is about all you can to prevent sector objects from turning like that. Initially you just have to build them the proper direction.
Don't re-size items, alot of them you can't resize anyway. Widescreen mode looks different than the default 4:3 aspect ratio, keep that in mind.
Indeed things look a tad bit different between 3rd person and first person mode, just strike a decent balance between both. Door handles on some textures are hard to get to line up at a proper height. Always seem to high.
First 4 levels are my fav too, played them a lot on TEN back in the day.
|
|
High Treason
Warrior
Resident Pervert and source of offensiveness.
Posts: 234
|
Post by High Treason on Jun 20, 2016 13:25:29 GMT -5
With scaling I use a trick;
Figure out the size of an enemy in-game (swdebug will dump a map in its present state I think, so you can check it in BUILD/whatever editor - just load E1M1 and then dump it and load it in the editor).
Remember this and place an enemy sprite at this size in your map, then move it around with you while editing to check the level scale against it.
|
|
|
Post by Ninjakitty on Jun 20, 2016 13:43:06 GMT -5
For some reason though, even if I build it right, it will always turn around when I try to get it to move left. I still want it to rotate though. When the map starts up, the car automatically rotates backwards and this causes all of the sprites to fall off. Can enemies ride sector objects? And how do you use swdebug? Also, is there any way to prevent sector objects from going through walls or collision detection?
|
|
|
Post by Ninjakitty on Jun 20, 2016 14:43:28 GMT -5
"Hitag 16: SO_ANGLE TAG4 = Angle of Sector Object
Place this anywhere in a sector object to tell Shadow Warrior which end is the front. This will affect the orientation of a sector object as it follows a track or is operated by the player. EXAMPLES: EE, EF, and FA in EXAMPLE.MAP" I finally fixed that problem. For some reason though, it seems that enemies can not ride sector objects.
|
|
|
Post by Robman on Jun 20, 2016 16:11:00 GMT -5
Doh that's right, you can use so-angle ... I knew there was a fix but couldn't think of it. I've even used it lots of times, lol. Good work. My mind is elsewhere today... important life events unfolding No, they can't ride sector objects.... sucks eh. I've never used SWDEBUG.
|
|
|
Post by Ninjakitty on Jun 20, 2016 20:48:45 GMT -5
WHATtestresized16.map (84.91 KB) The car in the lava is not working but I built it the same way as the car in the tunnel which does work. Any ideas on how to get it to work properly?(too hard to explain) *Edit: I got it to work! For some reason, I have to build the rectangle sector that surrounds the car first and then I build the car inside of it last (they are already both inside the main sector). I'm actually getting the hang of using tracks to control sector objects. But, for some reason, they seem to be pretty inaccurate and will usually end up in varying positions. WHATtestresized34.map (93.52 KB)
|
|
High Treason
Warrior
Resident Pervert and source of offensiveness.
Posts: 234
|
Post by High Treason on Jun 20, 2016 23:05:36 GMT -5
SWDEBUG dumps the map in its current state. It gives it a name like "DEBUG.MAP" or "$DEBUG.MAP" I seem to think, can't remember 100% as its years since I spent any time in the editor.
|
|
|
Post by Ninjakitty on Jun 20, 2016 23:25:53 GMT -5
How do you use it? Is it a command?
|
|
High Treason
Warrior
Resident Pervert and source of offensiveness.
Posts: 234
|
Post by High Treason on Jun 21, 2016 6:50:47 GMT -5
It's a "cheat" so you enter it by pressing [T] and typing it in, then hit [Return].
|
|
|
Post by Ninjakitty on Jun 21, 2016 14:16:25 GMT -5
My sector object causes a lot of lag when following a track. How could I reduce this lag? Also, I can't get tracks or vators to trigger sounds that have bool 7 set to one. Is there any way around it? I have about 300 incremental saves of the map.
|
|
|
Post by Ninjakitty on Jun 22, 2016 7:25:44 GMT -5
How can you find out what shade a wall is at? Is there a way to reset it?
|
|
|
Post by Robman on Jun 22, 2016 16:13:50 GMT -5
not sure about the sector object lag and some sounds actually have different embedded programming and can not work the way you want them to with some of the options.
'S is shade #
set the number to 0.
|
|
|
Post by Ninjakitty on Jun 22, 2016 18:51:20 GMT -5
How do I make something only show up in multiplayer or only in singleplayer? Does it work for all sprites?
|
|
|
Post by Ninjakitty on Jun 24, 2016 8:33:52 GMT -5
I've seen some maps that will have a crack open in the ground usually with lava underneath. How would I be able to do that?
|
|
|
Post by Ninjakitty on Jun 30, 2016 13:10:31 GMT -5
Lo Wang's been acting a little different than normal:
Lo Wang says "Just like Pearl harbor!" after a nuke explodes (first time I've heard him say this even though I use nukes all the time). and he says "Cowabunga" while shooting grenades at enemies (he usually only says this while picking up items and I've never heard him say it while killing enemies).
Is this somehow map related or is my game breaking?
|
|
|
Post by Ninjakitty on Jun 30, 2016 13:23:03 GMT -5
I have a wall texture that is stretched and it won't go back to normal. It is not too long, so I don't know why it is doing this. How can I fix this? (This only seems to happen when making a sector inside of a sector.)
|
|
|
Post by Ninjakitty on Jul 1, 2016 15:15:15 GMT -5
When I make a drivable sector object, the game will force Lo Wang into the sector marked as center of the sector object. This wouldn't be a problem if the center sector wasn't also the center of the hitbox for the object. Is there any way to make it so that the player doesn't have to drive from the center of the object or a way to give the hitbox an offset? (An st1 with a Hitag of 39 decides where the center of the hitbox is, however, it will not do anything if not placed on the center of the object. Spritags.TXT doesn't include it anywhere.) *Edit: "Hitag 147: SO_DRIVABLE_ATTRIB TAG2 = Angle speed (1 to 16384) 0 provides a default speed TAG3 = Angle "slide" amount (1 to 100) TAG5 = Match triggered when the driveable is operated with the SPACEBAR. TAG6 = Movement speed (1 to 16384) 0 provides a default speed TAG7 = Movement "slide" amount (1 to 100) BOOL1= 1: Don't shake the screen when running into something BOOL2= 1: Trigger match tag TAG5 + 1 when the player presses SPACEBAR to stop driving the sector object BOOL3= 1: Sector object can only be driven from a remote TRIGGER_SECTOR (hitag 140) BOOL4= 1: Rectangular clipping - the outer 504 bounding wall loop of the sector object serves as the clipping box. The wall loop MUST be a 4 wall rectangle. This is the only alternative to the default clipping provided by the operational code. This clipping is better behaved because it never allows the sector object to cross sector lines. This ST1 provides some additional control over the behavior of driveable sector objects. It allows speed and angle velocities to be scaled, and adds momentum with TAG3 and TAG7 to make the driving a little more realistic. Must be placed in the center tagged sector of the sector object. EXAMPLES: EF in EXAMPLES.MAP SEE ALSO: SECT_OPERATIONAL (hitag 1), SECT_SO_DONT_ROTATE (hitag 45), SO_LIMIT_TURN (hitag 68), SO_TURN_SPEED (hitag 55)" I was able to fix it by using rectangular clipping.
|
|
|
Post by Ninjakitty on Jul 1, 2016 19:34:41 GMT -5
My drivable sector object always gets completely stuck when moving into or away from corners. Are there any ways to fix this? *Edit: It only happens for one corner, is there a way to fix it? *Edit#2: It appears to run into invisible one-way walls and get stuck between them. There are, however, no walls in that corner (except for the ones that make the corner) and no other parts of the game react like this to the corner. Is there an easy way to fix this? *Edit#3: I moved the corner and the glitch stopped happening. But, I still need the corner where it was before. *Edit#4: I put crates in the corner with the invisible wall so it is no longer able to get stuck over there.
|
|
|
Post by Ninjakitty on Jul 1, 2016 23:45:44 GMT -5
I just found out that by setting Boolean Tag 4 to 1, it makes it so that a sprite will only show up in multiplayer. Not too many st1s use bool 4, so you could even limit some st1s to multiplayer.
|
|
High Treason
Warrior
Resident Pervert and source of offensiveness.
Posts: 234
|
Post by High Treason on Jul 2, 2016 5:50:21 GMT -5
I always used a raised 45 degree triangle in the corners of driveable areas, but I can see why that might clash with a design. I used to always have the derivable area sank a few notches or else surrounded by a raised chevron bar so it was justifiable as a step. If you want to break things, make the sector sloped and set the firstwall to one of the walls of the drivable's bounding box... It looks weird and I can't remember what inspired my to attempt it many years ago. Edit: I have only one screenshot containing such an area, you can just see the raised chevrons at the lower right of the image and how the corner is "beveled" inwards to stop the "riot control vehicle" from getting stuck; Ha, I remember that map, was some kind of prison I never finished. Another shot of said map just for the lulz because it was in the same folder. There ended up being some walls, a building and enemies there as well as a bunch of water drips to make it rain. The player had to climb a cable to escape over the wall. I am certain it had custom textures at one time. One thing I remember about drivables is that somehow, by setting it can't be broken and the setting the smoke, it will smoke like it is broken - which appeals to me as I like smoke. The vehicle I had in this map worked this way, I could probably dig it out and look but SW Build doesn't run on this system.
|
|
|
Post by Ninjakitty on Jul 3, 2016 11:28:50 GMT -5
How do you make a killable sector object trigger something when destroyed?
|
|
|
Post by Ninjakitty on Jul 3, 2016 13:05:39 GMT -5
|
|
|
Post by Robman on Jul 3, 2016 14:29:39 GMT -5
does the object produce smoke when it's broken? What's the lo-tag of the smoke? .. there's gotta be a lo-tag you match up to something else somehow. I'll check the map out a bit later. Good job sticking to the sw mapping
|
|
|
Post by Ninjakitty on Jul 3, 2016 17:30:36 GMT -5
I don't know if killable sector objects can have smoke. Killable sector objects just disappear when broken. Drivables don't disappear. Drivables do produce smoke though. Either way, I was able to get it to work by using a so_match_event except it won't trigger any sounds. Also, why wouldn't I stick to SW mapping? If there is ever a week or two where I'm not mapping, I'm playing other games to get better mapping ideas.
|
|
|
Post by Ninjakitty on Jul 3, 2016 19:45:35 GMT -5
How do you make a vator have a sound for opening and a different sound for closing? It always just plays the same sound(tag 4) for closing and opening.
Also, is there any storyline I should know about for the addon?
|
|