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Introducing the Ultimate Stage of Descenting!!

Posted: Sun Jun 12, 2005 9:22 am
by Brambo
Be aware that the following could give you a high boost in your Descent experience. If you have planned to do something against your extensive Descent play/behaviour please do not read any further!





After many, many, many hours the project has finaly seen the light of day.




A way of alignment in an amount of which we have never seen before!





I'm proud to introduce to you:




X-CORRIDOR!!!




PREPARE YOURSELVES!!!
FOR DESCENT!!!


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DOWNLOAD:
www.geocities.com/bramhogeweg/Xcorr.zip


You need a good computer though....

Posted: Sun Jun 12, 2005 12:01 pm
by Diedel
Good texturing ... ;)

Posted: Sun Jun 12, 2005 4:26 pm
by Jeff250
Now that's the stuff!

Posted: Sun Jun 12, 2005 7:07 pm
by Sirius
Ah... curved textures in hallways... that takes patience.

Posted: Mon Jun 13, 2005 5:16 am
by Diedel
Not with DLE-XP. ;)

Mark all the affected sides and chose align "stretch to fit". This will work if the face sizes aren't too far off the standard size.

Posted: Mon Jun 13, 2005 6:28 am
by Brambo
Diedel, I have some questions.

How can it be that in DLE-XP the textures doesn't look alignt but in Descent it does.

Take my level for example, In the roof of the big corridor there are horizontal stripes which connect the two side stripes (second picture for the top). In DLE-XP they do not look alignt, so every time I made minor adjustments I had to start up the game to look if it was right!!

It might be a usefull abillity to save coordinates of a texture with the possibility of pasting it to another texture. If the align function is used it doesn't bring the other textures back to the same size (could ofcourse be my own fault).

I remember Devil and its selecting abillity. It was very usefull, if you had many sides which lay over eachother you could keep the mouse depressed and move until you knew that you had the right side.

Something other that I did not find out is how to mirror a block. Is this possible?

Well thanks again for your praises and ofcourse the effort of your programming. Without DLE-XP this level probebly never came out.

Posted: Mon Jun 13, 2005 6:29 am
by Sirius
...and so they aren't, I think. That would do it easily enough.

Edit: Mirroring a block is theoretically possible, but I don't recall DLE-XP having it, at least not yet.

Half the problem is that it's a more complex issue than it appears - if you just reverse the geometry I'm pretty sure you'll wind up with every one of the cubes inside out. There are ways to correct this, but ...

Posted: Mon Jun 13, 2005 6:52 am
by Brambo
Another small thing:

If I want to just align a few textures I would have to use the 'align marked' feature right? But then, when I mark a couple of sides and press the button, sides which are NOT marked 'align' too!

Posted: Mon Jun 13, 2005 11:11 am
by Diedel
Don't ask me why sometimes textures seem misaligned in DLE-XP that aren't. I didn't write the rendering code - it's the code Bryan Aamot created for DMB2. In case you don't know: DLE-XP is built on Bryan's DMB2 code with his permission. That means, while the UI is new and there are a lot of features, the basic stuff is identical to DMB2.

You can (therefore) mirror cubes like in DMB2. There are three buttons in the toolbar controlling insert mode - "add normal", "add extended", "add mirrored" cubes:

Image.

There is only one alignment command that explicitly only works on marked sides: "Reset marked sides". To align only certain sides, it should be sufficient to mark the affected sides and simply click on "align children".

This stuff definitely doesn't belong here though, but in the "DLE-XP bug report and suggestions" thread. Maybe a mod can move the last few posts there? :)