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Old 10-25-2005, 02:08 AM   #81
Ding Bat

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Re: how do i use build
Quote:
killer rat said:
ok thanks alot!
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Old 11-03-2005, 09:27 PM   #82
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Re: how do i use build
does anyone here know how to create reflective floors
like on that one level in nuclear winter
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Old 11-04-2005, 03:38 AM   #83
Ding Bat

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Re: how do i use build
Quote:
oak man said:
does anyone here know how to create reflective floors
like on that one level in nuclear winter
I've never done it my self, but the way to do it without EDuke is.

Make your room twice as high as you nomally would, make a sprite floor half way between the floor and the cieling, make the floor transparent, add what ever sprites to the sprite floor and the walls, the below the sprite floor, turn every thing upside down......Ta Da.
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Old 11-04-2005, 03:45 PM   #84
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Re: how do i use build
To create one is actually impossible, there are only crappy work arounds.

Actually, you CAN do it with Shadow Warrior, but SW only.
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Old 11-04-2005, 03:48 PM   #85
Boinky

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Re: how do i use build
Example here.

[EDIT]Forgot you cant upload .map so remove the .txt extenstion and it should work.
Attached Files
File Type: txt 982024-SoS.map.txt (826 Bytes, 23 views)
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Old 11-04-2005, 05:07 PM   #86
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Re: how do i use build
Quote:
Ding Bat said:
Quote:
oak man said:
does anyone here know how to create reflective floors
like on that one level in nuclear winter
I've never done it my self, but the way to do it without EDuke is...

And what would be the "EDuke" way of doing that?
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Old 11-04-2005, 09:19 PM   #87
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Re: how do i use build
If anything I think this would be something that would be doable for a programmer (not a CON scriptwriter) if we saw room-over-room in Duke.
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Old 11-04-2005, 11:13 PM   #88
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Re: how do i use build
boinky your example doesn't work i removed the txt. extension but it was missing a con file or somthin'
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Old 11-05-2005, 01:42 AM   #89
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Re: how do i use build
I'm not sure if it can be done in EDuke because i've never really worked with EDuke.
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Old 11-05-2005, 12:58 PM   #90
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Re: how do i use build
Quote:
oak man said:
boinky your example doesn't work i removed the txt. extension but it was missing a con file or somthin'
No, YOU were missing a con file or something.
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Old 11-12-2005, 02:17 PM   #91
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Re: how do i use build
i'm haveing some trouble with the car texture. i dont realy know how to explain it but...i'll try my best
-ok i satrt off by makeing 3 child sectors,1for the front of the car,1for the middle of the car,and 1 for the back. but when i go to 3d mode each child sector looks like a scrunched up car.and when i pan the textures to make them fit it doesn't pan correctly.and the 3 chiled sectors look like 3 scrunched up cars.
can you guys help//

-my shift key broke so i'm jst putting / to substitute the question mark
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Old 11-12-2005, 03:12 PM   #92
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Re: how do i use build
Use the [./>] key to align the textures.
That's the "." key next to the "," and the "/" keys. On the key there should also be a ">".
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Old 11-13-2005, 02:24 AM   #93
Ding Bat

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Re: how do i use build
Quote:
ZuljinRaynor said:
Use the [./>] key to align the textures.
That's the "." key next to the "," and the "/" keys. On the key there should also be a ">".
Ahhhh, you can teach Old Dogs new tricks. I never thought of lining the car up that way, i always putted around for a couple hours and doing alot of cusing. Thanks for that info .
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Old 11-13-2005, 11:56 AM   #94
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Re: how do i use build
Quote:
8IronBob said:
I can do a vertical split door, which is not much more complex than a DOOM door, just that it's two doors that one half goes up, and the other goes down.
Sorry about asking, but I was never able to do these right. I couldn't give the top half a different texture from the bottom one. Maybe I missed it in BUILD's help file but a simple explanation would be most appreciated.
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Old 11-13-2005, 12:09 PM   #95
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Re: how do i use build
Point at the top half and press 2, then texture the bottom at will. Note that you can ONLY adjust the size using hte top half, but you can pan either half.
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Old 11-15-2005, 05:52 PM   #96
killer rat
 
Re: how do i use build
alright cool thanks guys,but another question:
how do i make pulsateing lights?
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Old 11-16-2005, 03:33 AM   #97
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Re: how do i use build
with cyclers the C symbols in build.

the tag ( lowtag i think ) sets a timer, i think an offset timer, so you can make rotating lights or traveling lights

but its been a while since i used build so i could be mistaken
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Old 11-16-2005, 11:31 AM   #98
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Re: how do i use build
there is also a way to regulate how fast they pulse. I once accomplished that but don't know how anymore
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Old 11-16-2005, 04:01 PM   #99
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Re: how do i use build
But did you mean pulsating lights or random pulsating lights?

You can make the first ones as Jimbob said. Also, you can regulate their pulse with a gpspeed sprite.

You can make the second ones with a lo-tag 4 SE sprite. I think you can set the "randomness" with the hi-tag.
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Old 11-16-2005, 04:40 PM   #100
killer rat
 
Re: how do i use build
cool thanks fo' the help!
buut um i 'm still haveing car trouble, the textures are all alligned but on he other side of the car the tex ture is backwards:
------>
right side of the car
<-----
left side of the car

the textures face in difrent directions. how can i fix this one???
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Old 11-16-2005, 06:29 PM   #101
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Re: how do i use build
On the side of the car where the textures are backwards, aim at the textures in 3D mode and press the 'F' key to flip them.
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Old 11-21-2005, 12:12 AM   #102
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Re: how do i use build
i did flip them but when i push > they just turn back in the opposite direction
-also are rain effects achievable?
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Old 11-21-2005, 08:51 PM   #103
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Re: how do i use build
i need some help with the subway engine, i don't know how assign a locator sprite with lo and hi tag values of 0:
you know how the locator's lo tag is supposed to increase(<font color="red">0 </font> ,1,2,3,4,5,etc...)
well i need to know how to assign the first locator with a lotag of 0.
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Old 11-21-2005, 11:45 PM   #104
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Re: how do i use build
Quote:
oak man said:
i need some help with the subway engine, i don't know how assign a locator sprite with lo and hi tag values of 0:
you know how the locator's lo tag is supposed to increase(<font color="red">0 </font> ,1,2,3,4,5,etc...)
well i need to know how to assign the first locator with a lotag of 0.

When it says a hi or lotag of '0' than means you do nothing.

The first locator is just blank, the second locator needs to be a lotag of '1', the third locator needs to be a lotag of '2' and so on.

The hitag only gets a number '1', the number '1' tells the train to stop for 5 seconds. You cannot change the time.
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Old 11-22-2005, 12:50 AM   #105
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Re: how do i use build
Quote:
Ding Bat said:


When it says a hi or lotag of '0' than means you do nothing.

when i do nothing and try to run the level in jf it says can't run game due to lonley locators
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Old 11-22-2005, 01:39 AM   #106
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Re: how do i use build
Are you using the SE or the L tag? The S will cause that, the L if I remember correctly, should not.
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Old 11-22-2005, 01:41 AM   #107
Ding Bat

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Re: how do i use build
Well then you are doing something wrong!
Other than the first locator no having a lotag or hitag, you may have missed giving one of the other locators a lotag.
Look at this map.

PS I assume you are using sprite #6 'L+'
Attached Files
File Type: zip 993158-subway.zip (359 Bytes, 20 views)
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Old 11-28-2005, 12:18 AM   #108
Ding Bat

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Re: how do i use build
OAK MAN.......did you ever get you subway working
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Old 11-28-2005, 12:26 AM   #109
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Re: how do i use build
yeah i did thanks foor your concern
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Old 12-10-2005, 05:24 PM   #110
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Re: how do i use build
its been a while but,how can i assign music to my levels?
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Old 12-10-2005, 06:46 PM   #111
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Re: how do i use build
The music is in MIDI format and it's stored inside the GRP file. But you don't have to create a custom GRP file.

Any sound, music or ART files OUTSIDE the GRP file get first priority, so if you copy a MIDI to your Duke3D directory and name it 'Stalker.mid' you will hear that version instead of the default 'Stalker.mid' stored within the GRP file (which plays on level E1L2.) There's a level list somewhere that shows which music file goes with which level, but I don't have it handy.

I think there's a filesize limit for MIDI's of <70K. If you use a bigger size MIDI, it won't play.
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Old 01-09-2006, 08:54 PM   #112
oak man

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Re: how do i use build
How do I copy and paste sectors?
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Old 01-09-2006, 11:25 PM   #113
Ding Bat

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Re: how do i use build
Quote:
oak man said:
How do I copy and paste sectors?
Use tha ALT key the same way you use the shift key to capture a sector(s).

Hold down the ALT key and with the cursor outside of the upper left hand corner of the sector(s), also hold downg the left mouse button and drag the cursor to the lower right of the sector(s) and release the ALT key.

Now the sector should have a green cross hatch covering the sector. Now place the cusor inside the sector, hold down the left mouse button and hit the INSERT key and drag the copied sector to where ever.

And if you want to put the copied sector into another map, just load the new map and the copied sector will appear in the same location as it was in the previous map.
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Old 01-18-2006, 09:54 PM   #114
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Re: How do I use build
Thanks everyone! So far you all have been BIG helps!
-How do I time doors so that they close automaticaly?
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Old 01-18-2006, 10:08 PM   #115
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Re: How do I use build
Quote:
oak man said:
Thanks everyone! So far you all have been BIG helps!
-How do I time doors so that they close automaticaly?
Using a SE with lo-tag 10

To set the time delay, use the hi-tag (32 is 1 second, 64 is two seconds, 96 is three, etc.)
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Old 01-19-2006, 05:48 PM   #116
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Re: How do I use build
Quote:
Fernito said:
Quote:
oak man said:
Thanks everyone! So far you all have been BIG helps!
-How do I time doors so that they close automaticaly?
Using a SE with lo-tag 10

To set the time delay, use the hi-tag (32 is 1 second, 64 is two seconds, 96 is three, etc.)
Over the years, it was debated whether 1 second was 30 counts or 32 counts; parts of the source code seem to imply that it may actually be 26.
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Old 01-19-2006, 06:00 PM   #117
GodBlitZor
 

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Re: How do I use build
Close enough.
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Old 01-20-2006, 09:21 PM   #118
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Re: How do I use build
I have a problem, i've made a test map with a 2 way train with 8 sectors inside of it (making a car), it worked out perfectly, but when i took it into the real map im making it leaves one of the sectors behind, making everything a mess. Its NOT the same car as in the test, i DIDNT copy and paste it.

Yes i checked that every sector has a lotag of 31.


Edit: NVM i fixed it, it seems that you cant draw this kind of things in 2 way trains: TOP VIEW IN 2D MODE

(Nevermind the dots, its because i cant leave blank space between characters in this msg)
.....___
__|___|___
........|.........|
........|.........|

I had to do it this way: TOP VIEW IN 2D MODE
.......____
___|____|____
......|................|
......|................|
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Old 01-23-2006, 07:12 AM   #119
DavoX

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Re: How do I use build
Quote:
DavoX said:
I have a problem, i've made a test map with a 2 way train with 8 sectors inside of it (making a car), it worked out perfectly, but when i took it into the real map im making it leaves one of the sectors behind, making everything a mess. Its NOT the same car as in the test, i DIDNT copy and paste it.

Yes i checked that every sector has a lotag of 31.


Edit: NVM i fixed it, it seems that you cant draw this kind of things in 2 way trains: TOP VIEW IN 2D MODE

(Nevermind the dots, its because i cant leave blank space between characters in this msg)
.....___
__|___|___
........|.........|
........|.........|

I had to do it this way: TOP VIEW IN 2D MODE
.......____
___|____|____
......|................|
......|................|

Nevermind i fixed it, strangely it was because i assigned the Car's First wall to an inside wall.
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Old 01-24-2006, 10:43 PM   #120
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Re: how do i use build
Why this happens??

its a Demolition building, first starts complete and then it explodes and falls, but the ceiling is darker than the outter ceilings, why ? i checked the shade in both inner and outter sectors but both have the same shade, even the sector effector sprites have 0 shade, what am i doing wrong? (yes the sector "overall" shade is the same too)
Attached Images
File Type: jpg 1028224-Error.JPG (31.4 KB, 28 views)
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