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Post by Ninjakitty on Jul 8, 2016 17:20:22 GMT -5
Reversing the order didn't fix the keycards. What were you thinking? (these were hidden words on a wall at the bottom of a cliff by lava)
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Post by Robman on Jul 8, 2016 17:27:30 GMT -5
oh, well that sucks..hmm...
There's cookies in more hidden places, those words in the lava.. the girl room, ladder to the rocket launcher and then jump down onto the arch/pillar thing to fall into it and get cookies (near the beginning of the map,) the area with the ship - open the grate in one of the underwater areas and go into it, the optional access cards, the arc of the covenant room behind an explodable wall you can view into, a secret and 2 cookies in and around the first elevator + a few more goodies.
There's also some optional ways to get out of some areas kind of like a shortcut if you can figure them out.
Indeed it's a large map that can be kind of hard to follow sometimes but it's big and open and not too many key cards or buttons. It's more of a quest.. it'll take you time to figure it all out but when you know the map, it can be even more fun to bang through.
I guess you've played my other posted maps eh? SwWorld is certainly the biggest, heh.
I've made more maps since then that aren't really posted yet, they are for the Sw Add-on I'm making.. to be released maybe in a year or so. It's nothing amazing or huge, it is new maps though and some other small tweaks, should be fun.
I haven't done any mapping or anything for a few months, taking a break.. it's summer, a busy time. The temperature is actually pretty stupid hot right now, pushin 40c with the humidity n stuff. Oh Canada.. damn hot in summer, damn cold in winter.
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Post by Ninjakitty on Jul 9, 2016 15:37:13 GMT -5
For some reason, a sprite in a dark sector will always be entirely black or entirely visible rather than being shaded the way it's sector is shaded. This only seems to happen when using a lighting st1. How can I fix this?
*Edit: Actually, it seems a sprite's shading is more sensitive than a wall's. I had to turn the sprites brightness up a little so it could be seen in the dark.
Also, night vision doesn't brighten up most sprites. Is this a bug?
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Post by Ninjakitty on Jul 9, 2016 18:48:34 GMT -5
I just looked through the descriptions for all the maps on sw central's newest maps page. Surprisingly, there is only one that is not strictly multiplayer and most of the multiplayer maps are kind of small.
Also, lighting and lighting diffuse st1s always get rid of palettes on sprites no matter what I do. Is there any way to fix this?
*Edit:
I found out that it's not a problem with the lighting. The game always shows palette 5 in build, but when playing the map it doesn't appear to have it. How can I fix this?
*Edit#2:
I used swsave to save the map in it's current state and, in Build the sprite still appeared to have palette 5. For some reason, it seems like the version of swp that comes with the older version of swpbuild doesn't have palette 5.
*Edit#3:
No version of swp shows palette 5 for some reason. Build still does though.
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Post by Robman on Jul 9, 2016 19:57:38 GMT -5
For some reason, a sprite in a dark sector will always be entirely black or entirely visible rather than being shaded the way it's sector is shaded. This only seems to happen when using a lighting st1. How can I fix this? *Edit: Actually, it seems a sprite's shading is more sensitive than a wall's. I had to turn the sprites brightness up a little so it could be seen in the dark. Also, night vision doesn't brighten up most sprites. Is this a bug? Your spite will more than likely have a different shade value than the area around it. When the lighting ST1 turns on, the amount it turns on is pushing the sprite shade amount over the threshold, thus resetting it's shade value and likely then some. not sure about the nightvision thing.
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Post by Robman on Jul 9, 2016 20:00:19 GMT -5
I just looked through the descriptions for all the maps on sw central's newest maps page. Surprisingly, there is only one that is not strictly multiplayer and most of the multiplayer maps are kind of small. Also, lighting and lighting diffuse st1s always get rid of palettes on sprites no matter what I do. Is there any way to fix this? *Edit: I found out that it's not a problem with the lighting. The game always shows palette 5 in build, but when playing the map it doesn't appear to have it. How can I fix this? *Edit#2: I used swsave to save the map in it's current state and, in Build the sprite still appeared to have palette 5. For some reason, it seems like the version of swp that comes with the older version of swpbuild doesn't have palette 5. *Edit#3: No version of swp shows palette 5 for some reason. Build still does though. Fog palettes don't work in SWP, this I know. As for palette 5.. palette use is not uniform across the board between sprites/walls. What works for some, may not work for others.
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Post by Ninjakitty on Jul 9, 2016 22:48:13 GMT -5
Is it possible to have more than two rooms over each other with room over room? I want to add two stories and translucent water at the bottom.
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Post by Robman on Jul 9, 2016 22:53:08 GMT -5
I've made.. ROR over divable water with ROR again in the water..kinda made for 4 floors.
You can only do 2 levels with Sw ROR .. bottom and top, not multiple.
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Post by Ninjakitty on Jul 9, 2016 23:07:13 GMT -5
I've made.. ROR over divable water with ROR again in the water..kinda made for 4 floors. Is there a way to have translucent water in the floor of the lower floor of a ROR?
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Post by Robman on Jul 9, 2016 23:14:18 GMT -5
nah.. because translucent water is essentially ror with a skin on top.
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Post by Ninjakitty on Jul 10, 2016 18:07:34 GMT -5
Can there be more than one sect_copy_dest in a sector? Or is there any way to make it so that the sectors can be switched back afterwards or to make them interchangable? (I got a transparent background )
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Post by Robman on Jul 10, 2016 18:24:48 GMT -5
I think so, make the tags for the new swap be in the current one. Different match tags of course.
What do you mean by transparent background?
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Post by Ninjakitty on Jul 10, 2016 18:33:43 GMT -5
I think so, make the tags for the new swap be in the current one. Different match tags of course. What do you mean by transparent background? By swap do you mean sect_copy or is there some sort of swap hi-tag I don't know about? Also, by transparent background I mean on my avatar. *Edit: It doesn't work, it just removes all sprites. It should be named sect_cut. Is there a way to use sect_copy without it getting rid of all of the sprites in the copied sector? All I really need this for is to switch out the sprites (I don't need to switch out the entire sector). Have any ideas?
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Post by Robman on Jul 10, 2016 21:41:28 GMT -5
Just copy the sector and then delete the sprites in the new copy, then have it be swapped in. Ahhh yes the avatar, very nice .. looks good.
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Post by Ninjakitty on Jul 10, 2016 22:25:16 GMT -5
Just copy the sector and then delete the sprites in the new copy, then have it be swapped in. Ahhh yes the avatar, very nice .. looks good. I don't understand. The sector that is copied loses all of it's sprites. The sprites are basically just moved to the destination of the copied sector. Any sprites that were in the destination get deleted. (I want the sprites to be switched out with other sprites, not deleted) Copied = Deleting any sprites that are already at destination (including copy st1s) and then moving the copied sector's sprites (including copy st1s) to destination sector. It's a little hard to explain so I've come up with an example: Example:[Copied 1: Has sprites] [Copied 2: Has no sprites] [Copied 3: Has sprites] [Destination 1: Has no sprites] [Destination 2: Has sprites] [Destination 3: Has different sprites]
After all are activated:
[Copied 1: Has no sprites] [Copied 2: Has no sprites] [Copied 3: Has no sprites]
[Destination 1: Has sprites from copied sector] [Destination 2: Has no sprites] [Destination 3: Has new sprites (from the copied sector) that replace the old ones]
Due to this, I'm not sure how I can get it to work.
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Post by Robman on Jul 10, 2016 22:57:03 GMT -5
it will delete the first sprites.. no getting around that one.
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Post by Ninjakitty on Jul 10, 2016 23:09:43 GMT -5
Is there any way I could get the sprites texture to switch when activated?
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Post by Robman on Jul 10, 2016 23:33:21 GMT -5
Im getting confused, lol ...
Sector A will get completely replaced by sector B along with everything in it.. that's about all there is to it.
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Post by Ninjakitty on Jul 11, 2016 5:59:35 GMT -5
No Zilla... Lo Wang git angry now!
Well, I absolutely hate giving up on even the smallest of details but it doesn't seem like it's possible to switch out sectors without deleting one and it doesn't seem possible to even simply change a sprite's texture when triggered.
So, I can't do that idea, at least not the way I want to. I want to create something like what level 2 had when restoring power but also make it so that the power could be turned back off to make WangBang more fun. I can get the lighting to turn back off but I can't make the power restored sprite go back to saying no power and I can't re-disable the vator. Not as fun for WangBang.
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Post by Ninjakitty on Jul 11, 2016 7:14:48 GMT -5
Update 3.5: WHATgraphics16.map (196.96 KB) Now with a pulley vator! (It's definitely one of the coolest elevators in Shadow Warrior)
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Post by Robman on Jul 11, 2016 22:25:18 GMT -5
Tis a good elevator I've made similar chainfalls even using the same sprite, hadn't combined it with an elevator though. Although the wooden beam that drops down hung by a chain is a similar idea in my Heretic conversion map. I liked the lock thing that goes up and down with one of the first elevators. You've certainly added much more since the previous version I tested, is that big ROR room at the end going to be the boss battle?
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Post by Ninjakitty on Jul 12, 2016 13:18:19 GMT -5
The big ROR will not be the last nor will it be a boss fight. The big ROR will probably be some type of shootout but I need it to blend in with it's surroundings a little more. The boss fight will start out a little less obvious and it will need to be somewhere else. I still have a lot of space for the map and I haven't met any limits on the build engine so I will probably make it even longer.
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Post by Ninjakitty on Jul 13, 2016 8:42:38 GMT -5
Whenever I use a sect_copy, the destination sector's walls are stretched a lot. How can I fix this?
Also, is there a way to make it so that a sprite will always show up over another sprite when they are at the same exact location? (trying to put a semitransparent sphere around a sprite to make it look like lighting but the sprite will often show up in front of the sphere)
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Post by Ninjakitty on Jul 13, 2016 15:37:49 GMT -5
I found out a way to pan wall textures. Hold down BOTH shifts at the same time and use the numeric keys. They really should've put this in one of the text documents.
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Post by Robman on Jul 13, 2016 20:57:38 GMT -5
I found out a way to pan wall textures. Hold down BOTH shifts at the same time and use the numeric keys. They really should've put this in one of the text documents. Nice I just learned something new. Down and right arrow only seems to work with it I might add.
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Post by Ninjakitty on Jul 13, 2016 21:45:00 GMT -5
All arrows work for me . Do you ever have a weird graphical glitch where triangular parts of the screen in the corner seem to be delayed(by less than a second) from updating? I've ignored this glitch for a while, but it's still a bug and I want to get rid of it.
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Post by Robman on Jul 13, 2016 22:30:17 GMT -5
Do you ever have a weird graphical glitch where triangular parts of the screen in the corner seem to be delayed(by less than a second) from updating? Yup..sux.
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Post by Ninjakitty on Jul 14, 2016 9:35:34 GMT -5
When I use a sect_copy, the destination sector's walls are stretched. How can I fix this?
Also, is there a way to make it so that a sprite will always show up over another sprite when they are at the same exact grid location? (trying to put a semitransparent sphere around a sprite to make it look like lighting but the sprite will usually show up in front of the sphere)
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Post by Robman on Jul 14, 2016 16:09:53 GMT -5
1 - I've come across that problem.. can't remember how I fixed it.
2- Nope. Put it slightly in front of the other, though if they turn or are seen from the other side, it will appear behind it. There's no way around it. Feel free to try though.
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Post by Ninjakitty on Jul 17, 2016 17:50:48 GMT -5
I'm having trouble coming up with more warehouse-like ideas. I know I want to put in the generator and I know what I want to do for the boss fight, but I'm not sure how I want to connect everything together and I don't have many ideas for new rooms. Have any ideas?
By the way, do you think anyone on these forums play minecraft?
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