04-18-2009, 08:17 PM | #1 |
Diagonal Shading?
Hey, i have a question for the build program, how do u shade on the side of the buildings Diagonally, i never found out how to do this?
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04-18-2009, 08:46 PM | #2 |
Re: Diagonal Shading?
I don't know if there is an "official" way of doing it, but I go down to the smallest grid size in Mapster and create a very thin wall over the first one and give it the diagonal slope and darken the texture. As long as you are not right up against that wall looking right at it, it looks fine in the game to me.
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04-18-2009, 08:55 PM | #3 |
Re: Diagonal Shading?
Or you can make that portion of wall have a sector behind it, slope the sector, join the ceiling and floor, and press 2, then edit the shade of the upper or lower sector.
Or you can use a diagonal sprite. If you're using hi-res art you can make a triangular PNG and have it fade from black to alpha for soft shadows.
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04-18-2009, 09:03 PM | #4 |
Re: Diagonal Shading?
You can find an example of this in E3L1.
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04-18-2009, 10:56 PM | #5 |
Re: Diagonal Shading?
I use the corner bridge piece (Tile 415 I think), stretch it, give it a pal of "4" (Black) and add transparency...
Last edited by Dopefish7590; 04-18-2009 at 11:05 PM.
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04-19-2009, 03:50 AM | #6 |
Re: Diagonal Shading?
Well, I've used a lot of diagonal shading in my map.
I spent much more time with shading than creating the architecture |
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04-19-2009, 06:02 AM | #7 |
Re: Diagonal Shading?
Gotta wonder: If you use marked's way of doing things, how can you prevent the player from stepping on the thin wall? From my experience the player can land on anything, no matter how thin (though the thinner it gets, the more difficult, but still!)
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04-19-2009, 07:21 AM | #8 |
Re: Diagonal Shading?
I use the L key. This allows me to move a sector-link(?) without steps. I move the link until there's only one pixel left to another link.
The player won't be able to step on the very thin wall. |
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04-19-2009, 07:22 AM | #9 | |
Re: Diagonal Shading?
Quote:
And yes, shading has been eating up a lot of time in my map and there is way more to go. Its tempting to remove all shadows and call the map "high noon" as in sun directly overhead
Last edited by marked; 04-19-2009 at 07:25 AM.
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04-19-2009, 07:45 AM | #10 |
Re: Diagonal Shading?
you could make these walls block by pressing b when poiting on the line of the wall in 2d mode.
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04-19-2009, 08:04 AM | #11 |
Re: Diagonal Shading?
I don't mean to completly hijack the thread but since we have the attention of some mappers here I have another noobie question. When laying out sprites horizontally on the floor or even raising them up afterwards, they match in brightness the surrounding textures in Mapster but end up being way brighter in the game. Sometimes reducing the brightness of sky box in that particular sprite's sector brings it in back in line and sometimes not. Is there something I'm not doing correctly? I can darken the sprite completly in Mapster and it will still show up full brightness in the game.
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04-19-2009, 08:57 AM | #12 | |
Re: Diagonal Shading?
Press ' + X in Mapster in 3D mode and you will see what the shading of the sprites will look like in-game.
Normal and floor-aligned sprites will take on the shading of the floor of the sector they're in, EXCEPT when the sector has a paralaxed ceiling (in which case they will take on the shading of the ceiling). A wall-aligned sprite's shading is independent, you can give it whatever shading you want and it won't change according to the shading of the floor or anything. If you want to make a sprite that is in a sector with a paralaxed ceiling darker, you should just draw a smaller sector around the center of the sprite and give the ceiling a proper shade. You will notice that the sky will still act like it's all shaded the same, even if there are several smaller sectors with darker/brighter shading. Of course for a moving sprite (ie. an enemy or the player's HUD weapons) this will be a bit more difficult to do, personally I let them take on the shading of the ceiling. I only fix up stationary sprites (trees and stuff like that), but if you're less lazy then I guess you could make small child sectors all over the place. Quote:
I think it'd be a better idea to make shade sprites.
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Last edited by Sang; 04-19-2009 at 09:01 AM.
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04-19-2009, 09:49 AM | #13 |
Re: Diagonal Shading?
Thanks Sang. That solves the mystery of why some of my sprites darkened along with the sky and some did not. And I was also worried about dark splotches over the sky but it sounds like it will not be much of a problem.
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04-19-2009, 01:10 PM | #14 |
Re: Diagonal Shading?
2 Questions
1: How do u make a diagonal rise bridge? 2: can u make a slide door with a window? |
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04-19-2009, 02:21 PM | #15 | |
Re: Diagonal Shading?
Quote:
But again, this site has both answer's there and examples on how to do them. http://infosuite.dukerepository.com/
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04-19-2009, 05:07 PM | #16 |
Re: Diagonal Shading?
is thier also a way to bound enemies, to the sectors thier in?
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04-19-2009, 05:46 PM | #17 |
Re: Diagonal Shading?
Most enemies have a tile with "STAYPUT" in the name, which will do that.
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04-20-2009, 03:03 PM | #18 |
Re: Diagonal Shading?
another question, are switch activated shooter sprites possible?
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04-20-2009, 03:16 PM | #19 |
Re: Diagonal Shading?
Why don't you read a TUTORIAL in the site "probably" at Commander's post? That way, it would be good for both you and us...
Alternatively, you can use : RTCM
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