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CanadianSamurai
10-03-2005, 04:26 PM
Right. I would like to know how to make a breakable decorative glass chamber about 10x10 squares, with water and a couple of sharks inside.

NutWrench
10-03-2005, 08:13 PM
It's possible to make the chamber and you can even make the glass breakable, but the water won't flow out.

CanadianSamurai
10-04-2005, 09:50 AM
Dammit. Okay, how?

NutWrench
10-04-2005, 05:42 PM
Sharks can swim through breakable glass (see attachment). That won't look realistic. http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

You'll need to make the glass unbreakable. Use 'B' to make the glass blockable, but DON'T use 'H' to make it hitable.

CanadianSamurai
10-04-2005, 08:18 PM
How did you add the water? The glass breaking is not important. Enlarging the glass and making the water is what I need to know.

NutWrench
10-04-2005, 08:39 PM
Give any sector a lowtag of 2 and it will act like water. (i.e., no gravity, underwater bubbly sounds and you'll start taking drowning damage if you stay in it too long. If you zoom in on the sector in 2D mode, you'll see a "[0,2]")

There is also a bubble-generating sprite that you can put in the tank along with a couple of underwater plants. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Any red sector wall can become a sheet of glass. Just press 'M' to add a maskwall. Then, aim at the maskwall, press 'V' to go into the texture set and select the glass texture. Aim at the wall in 2D mode and press 'B' to make it blockable.

Iggy
10-05-2005, 12:18 PM
NutWrench said:
Give any sector a lowtag of 2 and it will act like water. (i.e., no gravity, underwater bubbly sounds and you'll start taking drowning damage if you stay in it too long.


You forgot the blue-like waterpallete. http://forums.3drealms.com/ubbthreads/images/graemlins/dopefish.gif

CanadianSamurai
10-05-2005, 04:06 PM
Great I honestly and truly understood everything you guys said. Now. How do you add lotags and hitags?

EDIT: When I try to change the texture of the blocked wall, I hit whatever is behind the wall. Please explain. Again.

NutWrench
10-05-2005, 04:40 PM
CanadianSamurai said:
Great I honestly and truly understood everything you guys said. Now. How do you add lotags and hitags?



To add tags to a sector, switch to 2D mode. Aim your mouse at the sector where you want to put the tag. To add a lowtag to a sector, press 'T' then type a number and Enter. Press 'H' if you want to add a hightag to a sector.

To add tags to a sprite or wall, aim at the sprite or wall in 2D mode until it flashes and press Alt+T to add a lowtag and Alt+H to add a hightag. You can clear any tag by typing a '0' for the tag (or by backspacing/deleting the number and pressing enter).

Lowtags are generally used to define a sectors function. For example, giving any sector a lowtag of 20 turns it into a Doom-type door. (You also need to go into 3D mode and lower the door sector down from the ceiling until it reaches the ground before it will work properly. Then, give the outside of that sector appropriate door-type textures.)

Things like lights can be linked together by sharing the same hightag number. So by flicking ONE lightswitch that shares the same tag number, you can turn on the lights in several sectors at once.

Lots of objects in Duke 3D can be linked together with the same tag number to show they are all part of one event. (Like a chain reaction, using explosives). By choosing a different shared tag number for each group of events, you can keep them seperate from each other.

CanadianSamurai
10-06-2005, 01:23 PM
Okay, thanks for the tip. Everything works fine EXCEPT changing the texture of the masked wall.

NutWrench
10-06-2005, 03:18 PM
CanadianSamurai said:
Okay, thanks for the tip. Everything works fine EXCEPT changing the texture of the masked wall.



Did you aim at the wall and press the 'V' key?

CanadianSamurai
10-06-2005, 04:54 PM
Yes. But the wall isn't visible in 3d mode.

NutWrench
10-06-2005, 05:04 PM
Aim at where the wall should be in 3D mode and press the 'M' key to toggle it on and off. (Aim at the floor)

Ding Bat
10-07-2005, 03:00 AM
NutWrench said:
Aim at where the wall should be in 3D mode and press the 'M' key to toggle it on and off. (Aim at the floor)



Unless you know something i don't, in both JFBuild & Mapster, you have to raise the sector one click of the wall you want to Mask . In the old DOS build, you didn't have to do that, but something has changed. http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif

NutWrench
10-07-2005, 11:12 AM
Ding Bat said:
Unless you know something i don't, in both JFBuild & Mapster, you have to raise the sector one click of the wall you want to Mask . In the old DOS build, you didn't have to do that, but something has changed. http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif



I've always managed to do it without raising the sectors. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif