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Old 05-20-2006, 08:12 PM   #161
DissidentRage

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Re: How do i use build?
F12. The filename should be build####.tga I think.
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Old 05-20-2006, 09:02 PM   #162
oak man

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Re: How do i use build?
Thanks!

How do I delete a whole room?
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Old 05-20-2006, 10:07 PM   #163
DavoX

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Re: How do i use build?
Right Ctrl + Delete.
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Old 06-27-2006, 12:19 AM   #164
oak man

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Re: How do i use build?
Hi I have another question,
I made a wall and I want it to be droped to the ground exposeing the hole as soon as it is triggerd by an explosive such as a pipe bomb or something please help
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Old 06-27-2006, 12:27 AM   #165
oak man

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Re: How do i use build?
this is curently behind the wall that I want to bring down

this is the wall that I want to bring down
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Last edited by oak man; 06-27-2006 at 12:32 AM.
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Old 06-27-2006, 12:32 AM   #166
Ding Bat

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Re: How do i use build?
Quote:
Originally Posted by oak man
this is curently behind the wall that I want to bring down
this is the wall that I want to bring down
Your attached files or what ever, don't work.
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Old 06-27-2006, 12:33 AM   #167
oak man

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Re: How do i use build?
now they do
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Old 06-27-2006, 12:57 AM   #168
oak man

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Re: How do i use build?
ok lemme be more pucific in the build guide hand book it says to:
"place a very thin sector directly against the wall with the hole. Place a sector effector and a C-9 sprite in this sector build will automaticaly..."
AnI did all this but it just doesn't work
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Old 06-27-2006, 04:59 AM   #169
mikenet2005

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Re: How do i use build?
Are you using se 13 explosion sector sprites? Or are you simply placing c-9 sprites in the sector you want demolished?

Also keep in mind these things

If that sector I see seperating those two rooms is either a floor dragged to the cieling, or a cieling dragged to the all the way to the floor than this effect wont work. If you want to blow the whole wall out try not raising anything. As long as a se13 sprite is located in the sector or sectors you want to blow out the game engine will render maskible walls to fill that sector automaticaly once in the game.

Also you need a trigger of some kind in the form of a touchplate, a switch, or a crack on the wall if you plan to shoot it out.

Lastly if I were you I wouldnt worry about the thin sector in front of your wall just yet because it isnt always nessesary. After you get it working you can optionally add one of these to cover up any texture alingnment issues above or below the blown out hole.

Let me know if you have anymore questions about it, i've worked with explosives in duke3d a great deal.
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Old 06-27-2006, 10:01 AM   #170
oak man

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Re: How do i use build?
Quote:
Originally Posted by mikenet2005
Are you using se 13 explosion sector sprites? Or are you simply placing c-9 sprites in the sector you want demolished?

Also keep in mind these things

If that sector I see seperating those two rooms is either a floor dragged to the cieling, or a cieling dragged to the all the way to the floor than this effect wont work. If you want to blow the whole wall out try not raising anything. As long as a se13 sprite is located in the sector or sectors you want to blow out the game engine will render maskible walls to fill that sector automaticaly once in the game.

Also you need a trigger of some kind in the form of a touchplate, a switch, or a crack on the wall if you plan to shoot it out.

Lastly if I were you I wouldnt worry about the thin sector in front of your wall just yet because it isnt always nessesary. After you get it working you can optionally add one of these to cover up any texture alingnment issues above or below the blown out hole.

Let me know if you have anymore questions about it, i've worked with explosives in duke3d a great deal.
I know how to use explosions, because in this map the environment is very destructable, I just don't know how to do this one
but I do realy want it in the map, so it could make it less linear
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Old 06-27-2006, 05:35 PM   #171
mikenet2005

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Re: How do i use build?
Tell exactly what youre having difficulty doing? Are you having trouble making the thin buffer sector look good? Or is it more than that?
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Old 06-27-2006, 08:11 PM   #172
oak man

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Re: How do i use build?
well thats the thing, I don't know what I'm doing wrong ,

you know like in E1L2 with the building exploding? and it seems like the building falls down? Thats the effect that I want I want to put on the wall that falls
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Old 06-28-2006, 01:22 AM   #173
DavoX

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Re: How do i use build?
I don't really remember but try to place a speed sprite and the SE pointing down in 2D mode.

Also place the SE where the exploding sector will start (highest height)
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Old 06-28-2006, 03:37 PM   #174
mikenet2005

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Re: How do i use build?
The method devox mention should work fine, I think there is another default way but I've never attempted it. I have made rise and drop sectors many times though so I beleive this method should do you just fine. Like davox said place a se 31,0 sprite with the tail facing down at the height you want the sector to be before it falls. Make sure the sector itself is currently at the point it will be after it falls.

Other notes

when you place a speed sprite in the sector its going to need a lowtag of at least 900 to look good but thats a guess it could be alot more.

Make sure the effect can only be triggered once. Like if your using a touchplate put a 1 as the hitag.

This is just the basic setup used for an elevator or trap door typically so you will need to link the switch to an explosive or quake se, in order to get the rumble effect and make it look good.
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Old 06-28-2006, 04:07 PM   #175
DavoX

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Re: How do i use build?
Quote:
Originally Posted by mikenet2005
The method devox mention should work fine, I think there is another default way but I've never attempted it. I have made rise and drop sectors many times though so I beleive this method should do you just fine. Like davox said place a se 31,0 sprite with the tail facing down at the height you want the sector to be before it falls. Make sure the sector itself is currently at the point it will be after it falls.

Other notes

when you place a speed sprite in the sector its going to need a lowtag of at least 900 to look good but thats a guess it could be alot more.

Make sure the effect can only be triggered once. Like if your using a touchplate put a 1 as the hitag.

This is just the basic setup used for an elevator or trap door typically so you will need to link the switch to an explosive or quake se, in order to get the rumble effect and make it look good.
Or he could check out how it's done in E1L2.MAP
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Old 06-28-2006, 04:33 PM   #176
oak man

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Re: How do i use build?
thanks alot both of you!
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