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Post by Robman on Oct 3, 2016 18:39:15 GMT -5
It's a pain but remember you can press alt-f on the edge you want to pivot from.
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Post by Ninjakitty on Oct 3, 2016 18:42:47 GMT -5
I definitely know that trick, It's pretty hard to make sloped terrain and cars without it.
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Post by Robman on Oct 3, 2016 19:34:56 GMT -5
I figured you knew it .. yeah slopes/terrain in build is tricky to make.
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Post by Ninjakitty on Oct 4, 2016 21:19:29 GMT -5
I may have found the problem. But, unfortunately, that doesn't mean I know how to fix it. This is part of the source code for Shadow Warrior, I've never used this programming language or any programming language that has to be compiled.
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Post by Ninjakitty on Oct 6, 2016 21:37:07 GMT -5
forrest70.map (39.29 KB) It's coming together, very very slowly. I haven't added in most of the tree trunks yet and the right side of the forest hasn't been worked on much. I'm going to add in lighting while I'm building so that I don't run into the same lighting problems I had with my warehouse map. Is it laggy at all? What would be the best way to add in lightning sprites at the edges of the leaves? (I might have to do this a few hundred times per leaf sector, so I need a way that isn't too time consuming.)
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Post by Robman on Oct 6, 2016 21:41:32 GMT -5
That many sprites for such a thing isn't really advisable, frame drop and possible crashing.
I'll give the map a look see tomorrow hopefully, been a long day.
Oh and to the post a couple spaces up, modding the sw.exe or other files like that will make multiplayer games go out of sync more than likely.
It did when we would mod the fortune cookie and frag messages back in the day anyway.
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Post by Ninjakitty on Oct 7, 2016 15:24:01 GMT -5
That many sprites for such a thing isn't really advisable, frame drop and possible crashing. I'll give the map a look see tomorrow hopefully, been a long day. Oh and to the post a couple spaces up, modding the sw.exe or other files like that will make multiplayer games go out of sync more than likely. It did when we would mod the fortune cookie and frag messages back in the day anyway. I wanted to do it with masked walls, but I couldn't get the texture to stretch all the way to the ground, so you would see the texture repeating which looks bad with the rectangular lighting texture. Also, that wasn't the exe. It is the actual source code of the game before it is compiled. (Source code is for humans to read and edit, when it is compiled it is turned into a language that the computer can understand and run. Computers run compiled programs faster, however, it is impossible to edit compiled programs and it is impossible to turn them back into source code.) I was able to download SW's source code from the internet. So, theoretically speaking, if I can get SW P's source code and I am actually able to understand it, I may be able to remove that annoying slope tilting and then recompile it. However, I don't know what type of compiler I'm going to need to use. I still have a feeling it might not be that simple though.
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Post by Ninjakitty on Oct 7, 2016 17:16:16 GMT -5
I was able to edit the code, but Proasm's advice for compiling does not work. link
It seems parts of the source code are missing too. Do you know anyone who may be able to help with this?
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Drek
Trusted User
Posts: 20
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Post by Drek on Nov 17, 2017 21:33:34 GMT -5
I was able to edit the code, but Proasm's advice for compiling does not work. link
It seems parts of the source code are missing too. Do you know anyone who may be able to help with this? I can probably teach you how to compile swp, I use mingw but an older set up. Let me know if you want to compile it yourself or I can try to do it here.
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Post by Ninjakitty on Nov 17, 2017 22:33:34 GMT -5
I was able to edit the code, but Proasm's advice for compiling does not work. link
It seems parts of the source code are missing too. Do you know anyone who may be able to help with this? I can probably teach you how to compile swp, I use mingw but an older set up. Let me know if you want to compile it yourself or I can try to do it here. Not sure it's worth the trouble anymore, Classic Redux has ramp tilting disabled already.
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Post by DaRe$$ürekta on Feb 2, 2019 13:07:58 GMT -5
Some questions:
1. Is there an 'Undo' function in the Build mapper?
2. How do you delete vertexes and sprites?
3. How much do Shadow Warrior, Duke3D and Blood have in common when it comes to mapping? Are skills in mapping for one of these Build games readily transferable to another?
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Post by Robman on Feb 2, 2019 13:40:52 GMT -5
Some questions: 1. Is there an 'Undo' function in the Build mapper? 2. How do you delete vertexes and sprites? 3. How much do Shadow Warrior, Duke3D and Blood have in common when it comes to mapping? Are skills in mapping for one of these Build games readily transferable to another? 1 - No, not really. You can press backspace when drawing a line to delete the walls you're currently making. You can select sectors/sprites with the ctrl-delete selection box but watch out for odd things to happen sometimes if mass deleting sectors. ( Make sure when ctrl-deleting to have the arrow(player) in the highlighted sector. 2- See above for deleting sectors/sprites. Or you can drag vertices onto each other along the same wall to delete them if you've created too many. To delete a sprite hover your mouse over it to make it flash ( selects it) and then press delete. 3- Duke/SW/Blood are quite similar as far as "physically" building sectors and placing sprites but the tagging systems are different. Building advanced effects like RoR is achieved differently between the 3. Essentially you can create the world in the same manner, but making it come alive with tags is different between the 3. Also, welcome to the forum
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Post by DaRe$$ürekta on Feb 2, 2019 14:50:08 GMT -5
You can select sectors/sprites with the ctrl-delete selection box Ok, you mean that thing where you hold down ctrl+del and then you just hover the mousepointer over sectors, right? I think I just figured it out. Yeah I aint quite there yet. Probably gonna tackle doors next. Thanks a lot. Hopefully I can nut up and actually finish a map one of these days, and help breathe a little life into this classic. Another question; is it possible to somehow move around sectors in 2D mode? Like maybe if I want to combine two separate sectors that are far away from each other?
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Post by Robman on Feb 2, 2019 18:27:17 GMT -5
Hold right ctrl and when you move your mouse it will create a green box to highlight things. Then when it's highlighted, press delete, I always place my arrow (player position) (right click) in the sector to be deleted although I don't think you have to. You can play around with right alt selection box too (purple) When you select a sector or group of sectors you can drag and drop them in 2d mode.
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Post by Ninjakitty on Jul 29, 2019 15:26:25 GMT -5
How u change the shading on a whole sector instead of just one wall or floor/ceiling at a time?
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Post by Ninjakitty on Aug 7, 2019 1:07:36 GMT -5
Let's say I make a train as a sector object. Is it possible for me to have have two stations at both ends of a linear track and be able to have the train depart a station whenever the station's switch is used?
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TMM
Trusted User
Posts: 55
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Post by TMM on Aug 7, 2019 15:46:05 GMT -5
Certainly.
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Post by Ninjakitty on Nov 23, 2019 17:25:21 GMT -5
SWMapster is telling me my level is moderately corrupted when I load it. Is there a way to fix that...? Already tried left shift + left ctr + enter, it just tells me all pointers were checked. I haven't noticed any glitchiness.
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Corvin
Ninja Master
Posts: 265
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Post by Corvin on Jan 6, 2020 0:45:38 GMT -5
What is considered a Corrupted Map by SWMapster? Is there a readme listing what it checks for?
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Post by Whirledtsar on Feb 12, 2021 23:29:43 GMT -5
Is there a way to prevent a sector object from crossing into another sector, besides raising the sector's height above it?
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Post by Robman on Feb 13, 2021 19:00:21 GMT -5
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.
Take note of bool4 I had to search a bit to find my spritags.txt..it's been awhile.
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