architecture with sprites

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wangho
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architecture with sprites

Post by wangho »

can any mapedit guru's share the method of say... making a bridge with a mix of sectors, wall and floor wood texture sprites and having them aligned so as not being able to see through each other and give that crappy looking misaligned effect?
Harry
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Post by Harry »

The 'see through' effect can be avoided mostly by making each flat sprite one sided only by hitting '1' on the view side. Aligning each side with each other must be done slowly and carefully in 3D (for height) and 2D (for length and breadth)
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wangho
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Post by wangho »

cool. That and the 'F10' key for sounds has helped a ton. Funny the little things you pick up on that makes things so much easier
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Slink

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Post by Slink »

What does the F10 key do? :oops: About sprites, if you are using Windows XP to run mapedit, you can't seem to do fine adjustment on anything except for floors/ceilings for some reason... might be able to right-click on mapedit and go to "properties," and select not to detect "shift-whatever". -Slink
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wangho
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Post by wangho »

Slink wrote:What does the F10 key do? :oops: About sprites, if you are using Windows XP to run mapedit, you can't seem to do fine adjustment on anything except for floors/ceilings for some reason... might be able to right-click on mapedit and go to "properties," and select not to detect "shift-whatever". -Slink
f10 lets you hear the sound files in mapedit. Just make a sprite, SFX # in the data 1: field and F10 it and the sound will play

* Ahem

* Cru'edit:
Thanks for the heads up Cheapy
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RedFanatic
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Post by RedFanatic »

F10 always crashes my mapedit :mad:
and the no fine alterations might be down to numlock being off/on happens to me every now and then
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Slink

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Post by Slink »

Flippin sweet. Didn't know that.
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wangho
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Post by wangho »

I guess it really doesnt matter how much alignment you do, you cant fix this problem eh..? http://img152.imageshack.us/img152/5185/ss000000bt1.jpg and
http://img148.imageshack.us/img148/9377/ss000001jr2.jpg

the bottom image is what it should be when looked at from any angle, of course
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Slink

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Post by Slink »

Just use sectors for the effect. You can raise one sector, then make it only a line thick. Too lazy to show, try sectors.
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wangho
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Post by wangho »

Slink wrote:Just use sectors for the effect. You can raise one sector, then make it only a line thick. Too lazy to show, try sectors.
well yeah, but I didnt want the whole area underneath the window to be that texture
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Slink

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Post by Slink »

no, silly goose. Use layered sectors. the lower normal wall texture would still be there, just that it actually would be on the wall of a sector closer to you. Imagine a group of sectors like steps. If you were to keep the steps at their normal heights, and then smash them flat so they are a tall board standing upright, you could still change each wall (step riser) to be whatever texture you want it to be. the only negative effect to this is that in Blood, you will still be able to go up the "steps" like a rocket, unless you make them "blocking" with the "b" key. ;)
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wangho
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Post by wangho »

Oooooh right. I see what you mean. That'll do it
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