Search found 302 matches
- Sun Mar 03, 2024 10:25 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 138
- Views: 71634
Re: The Grand Mapedit Assistance Compendium
Floors are much more limited in their customization than walls are. Your only real option to modify the texturing is to use the "E" button to "expand it", which will change the texture scale. You could also split the sector into lots of smaller sectors and adjust their individual...
- Sat Mar 02, 2024 10:13 pm
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 138
- Views: 71634
Re: The Grand Mapedit Assistance Compendium
Wall cracks trigger automatically, yes. You can simply copy the settings in my image above to have it transmit to your walls. For hitting wall cracks with weapons, you could basically make any sprite being destroyed cause an explosion. Wall cracks are special sprites which respond to explosions only...
- Sat Mar 02, 2024 11:31 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 138
- Views: 71634
Re: The Grand Mapedit Assistance Compendium
Glad to hear you came right with the z-motion. The easier of your problems is the texture issue. What the game is doing is making the assumption that you want the texture to move with the wall as if it were genuinely an elevator. Of course we never want this to happen with walls which explode, since...
- Fri Mar 01, 2024 9:32 am
- Forum: Blood
- Topic: Vehicle Maps
- Replies: 4
- Views: 1959
Re: Vehicle Maps
People tend to give Gods a pretty hard time, and to be fair it is pretty weird and barely matches Blood's gameplay, but given the time it was made in, there are lots of very complex sequences and triggers that completely blew away just about everything else that was being made at the time.
- Fri Feb 23, 2024 8:47 am
- Forum: Blood
- Topic: Vehicle Maps
- Replies: 4
- Views: 1959
Re: Vehicle Maps
Nearly none of these existed in Blood's early days of custom maps. Here are some I'm aware of off the cuff, but the vast majority will be found in more recent creations: Gods TC E1M1 - Introduction MARROW E1M7 - Murder on the Deliriant Express Trauma Therapy E1M4 - Goin for a Ride Trauma Therapy E2M...
- Mon Feb 19, 2024 11:41 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 138
- Views: 71634
Re: The Grand Mapedit Assistance Compendium
So the lighting effect for the flicker is really easy. Go to the FX page of the appropriate sector you select and you will see a series of options. These are: Wave - the lighting effect. Blood has a few presets here, some of which are good for different situations and some of which are quite strange...
- Sun Feb 18, 2024 1:35 pm
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 138
- Views: 71634
Re: The Grand Mapedit Assistance Compendium
Making a sound for a fire introduces the concept of ambient sound. Create a sprite on or very close to the fire which will serve as a source for producing the sound. Mouseover it and press Alt + F6. Set the type to 710: Ambient SFX. Set the State to 1: On, indicating that the sound is playing. Then ...
- Sun Feb 18, 2024 10:11 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 138
- Views: 71634
Re: The Grand Mapedit Assistance Compendium
I know next to nothing about NotBlood, so I unfortunately can't offer any insight on this matter.
- Sat Feb 17, 2024 8:47 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 138
- Views: 71634
Re: The Grand Mapedit Assistance Compendium
Alright, plan C! I suspect there is either a bug in your NBlood or XMapedit version, or perhaps there is a special process in XMapedit that applies only to these particular circumstances that deviates from Mapedit. I've separated the room from the Sin Campaign and am attaching it to this post. Open ...
- Fri Feb 16, 2024 8:17 pm
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 138
- Views: 71634
Re: The Grand Mapedit Assistance Compendium
Hm, I wasn't aware that they'd modified the display to this degree. Try removing the Data2 and Data3 fields (set to 0) and see if that has any impact? If that does not work, please try duplicate your settings on a different, random sprite and see if that exhibits the same behaviour when you destroy ...
- Fri Feb 16, 2024 1:01 pm
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 138
- Views: 71634
Re: The Grand Mapedit Assistance Compendium
Please present a screenshot in 2D mode.
- Fri Feb 16, 2024 10:45 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 138
- Views: 71634
Re: The Grand Mapedit Assistance Compendium
Here is an example from the third map in the Sin Campaign which does exactly what you're busy doing. Please compare it to what you've got. This chest produces giblets correctly.
- Fri Feb 16, 2024 7:18 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 138
- Views: 71634
Re: The Grand Mapedit Assistance Compendium
What are you trying to achieve? Having more items drop? Remember to set DATA1 and DATA2 numbers if you want gibs to appear when you break the chests, regarding your edited question above.
- Wed Feb 14, 2024 8:22 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 138
- Views: 71634
Re: The Grand Mapedit Assistance Compendium
You can do almost anything you can imagine in Mapedit. In your example, what you could do is have a series of invisible sprites which occupy the same space as the chest, and which are destroyed when picking up the chest, with each of them having an item that they drop. This of course includes the ob...
- Wed Feb 14, 2024 7:30 am
- Forum: Mapedit Discussion
- Topic: The Grand Mapedit Assistance Compendium
- Replies: 138
- Views: 71634
Re: The Grand Mapedit Assistance Compendium
Ensure that the objects are "gib objects" and not "explode objects". Also be sure to set them as hitscan sensitive with "H". This flags an object as being capable of being struck with weapons (and is likely to be your issue). You'll be able to tell that they're hitscan ...