Search found 60 matches
- Fri Apr 29, 2016 7:35 pm
- Forum: Descent Development
- Topic: Glass window texture for walls like on TEW
- Replies: 23
- Views: 7744
Re: Glass window texture for walls like on TEW
At times, I've noticed that my older approach, where I was not so 'well-calculated,' accounted for some things I think are funner or better than my newer and more calculated levels - even though the newer ones are much more structured and advanced. For some reason, I pay lots of attention to the ...
- Wed Apr 27, 2016 9:24 pm
- Forum: Descent Development
- Topic: Glass window texture for walls like on TEW
- Replies: 23
- Views: 7744
Re: Glass window texture for walls like on TEW
I have this thing where I bend the surfaces in a way I kind of want by moving a point, and then I calculate where the 4th point should be to make it a planar surface. And I'll sometimes fiddle around with it to get it more where I want it. For me, this is one way to make it not look so blockey and ...
- Fri Apr 22, 2016 7:53 pm
- Forum: Descent Development
- Topic: Glass window texture for walls like on TEW
- Replies: 23
- Views: 7744
Re: Glass window texture for walls like on TEW
How hard would it be for me to slightly alter my own DLE - such as add a button, even a tiny little thing that would copy each of the x, y, and z values to the clipboard (with spaces between) so I can then paste them into another application? One thing I do is find the normal vector to a plane (the ...
- Sun Apr 17, 2016 5:50 pm
- Forum: Descent Development
- Topic: Glass window texture for walls like on TEW
- Replies: 23
- Views: 7744
Re: Glass window texture for walls like on TEW
Thanks guys, Sirius, do you know how to edit the source code? I would love to change some small things to help me copy numbers faster out of the boxes, but I'm not sure how viable it is or if I'm even allowed. Is it even something the level creators can do? It could be the case that its free to edit ...
- Sun Apr 10, 2016 3:18 pm
- Forum: Descent Development
- Topic: Glass window texture for walls like on TEW
- Replies: 23
- Views: 7744
Re: Glass window texture for walls like on TEW
In terms of DLE, I have 1.11.69, 1.11.81, and 1.11.90. I pick one based on the zooming for that specific situation. I don't know if I've checked to see if this happens in 1.11.90, but I will. But what is the newest version?
Thanks everyone!
Thanks everyone!
- Mon Apr 04, 2016 5:58 pm
- Forum: Descent Development
- Topic: Glass window texture for walls like on TEW
- Replies: 23
- Views: 7744
Re: Glass window texture for walls like on TEW
I think I've figured part of it out. First I must say that I've got it working! Yaay! But here's what happens: every time I open the hog (rl2) file in DLE (open the level, that is), DLE automatically removes the pog file and an hxm file appears that I did not put there. In fact, I don't even have a ...
- Mon Apr 04, 2016 12:14 am
- Forum: Descent Development
- Topic: Glass window texture for walls like on TEW
- Replies: 23
- Views: 7744
Re: Glass window texture for walls like on TEW
I just wanted to note that its not that the texture/face is black. The entire rendering of the game is messed up. The controls inside the ship dashboard are messed up too. The only thing that works is when I fire a guided missile, I can see the level in the small missile screen. The new texture ...
- Sat Apr 02, 2016 11:20 pm
- Forum: Descent Development
- Topic: Glass window texture for walls like on TEW
- Replies: 23
- Views: 7744
Re: Glass window texture for walls like on TEW
Ok, so I just tried an experiment just to see a texture mod in action I pulled a pog file out of TEW and imported it into a test hog file. Then I built a small area and used the new textures (I know there might be permission issues with doing this with TEW, but the level is just a test). Anyway ...
- Sat Apr 02, 2016 5:45 pm
- Forum: Descent Development
- Topic: Glass window texture for walls like on TEW
- Replies: 23
- Views: 7744
Re: Glass window texture for walls like on TEW
Cool thanks,
Is there anywhere to download pog mods? I think D2MB is on my computer for possibly making one. I'll check into it, but do you suggest anything? I'd like to start messing with textures soon.
Thanks Sirius - you're very helpful here
Is there anywhere to download pog mods? I think D2MB is on my computer for possibly making one. I'll check into it, but do you suggest anything? I'd like to start messing with textures soon.
Thanks Sirius - you're very helpful here
- Fri Mar 25, 2016 7:08 pm
- Forum: Descent Development
- Topic: Glass window texture for walls like on TEW
- Replies: 23
- Views: 7744
Re: Glass window texture for walls like on TEW
Thanks very much guys! I tested it out, and it worked. Sweet! Ha I thought it was some complicated mod or something. And can I ask a question about the texture thing I mentioned too? I've always wanted to find out how to get new textures into the game (for the cubes/walls, not robots). Like I was ...
- Thu Mar 10, 2016 9:43 pm
- Forum: Descent Development
- Topic: Glass window texture for walls like on TEW
- Replies: 23
- Views: 7744
Glass window texture for walls like on TEW
Question: I want to use the walls that are glass windows like on Enemy Within level 26. First inquire - Am I allowed or is it the author's special work or something? Next, how would I add it to a level? I'm guessing it would be like adding a robot mod using an .hxm file. Namely, it replaces that ...
- Mon Jan 05, 2015 12:40 am
- Forum: Descent Development
- Topic: Vertex limit way under 60008 for me...?
- Replies: 7
- Views: 2493
Re: Vertex limit way under 60008 for me...?
Okay cool. I'm going to try Devil one day. There are just a few levels that I would like to add to that are at limit because they are complex. In terms of cube efficiency, I definitely don't insert another segment unless there is a reason to. If I need more space, I just stretch it. The reasons I ...
- Thu Jan 01, 2015 8:23 pm
- Forum: Descent Development
- Topic: Vertex limit way under 60008 for me...?
- Replies: 7
- Views: 2493
Re: Vertex limit way under 60008 for me...?
***edit*** throughout this post, I said "DLX" when I really meant "D2X" as in D2X-XL... sorry for the mix-up! Thanks Sirius, So how do you, or others, make levels with more than 3608 vertices that can be played in rebirth as a 'regular' D2 level? I've never counted, but The Enemy Within has some ...
- Tue Dec 30, 2014 6:27 pm
- Forum: Descent Development
- Topic: Vertex limit way under 60008 for me...?
- Replies: 7
- Views: 2493
Re: Vertex limit way under 60008 for me...?
I looked again: the error message reads "cannot unjoin points because the max number of points is reached." After viewing this problem occurring in 3 different levels, this limit seems to be around 3608 vertices. One happens at 3606, another at 3607, and the 3rd at 3608 (before spawning the ...
- Tue Dec 30, 2014 5:53 pm
- Forum: Descent Development
- Topic: Vertex limit way under 60008 for me...?
- Replies: 7
- Views: 2493
Vertex limit way under 60008 for me...?
I keep having this happen. It happened to another level today! And I'm PO'd now! I described this problem on this following thread/link here: http://www.descentbb.net/viewtopic.php?f=22&t=21402 Synopsis: after so many segments have been added (and it varies per level), when I go to add another one ...
- Sat Sep 20, 2014 10:56 pm
- Forum: Descent Development
- Topic: Per-level changes to robots that are only spawned
- Replies: 20
- Views: 21227
Re: Per-level changes to robots that are only spawned
In haxmedit32, Is it possible to import robots from an hxm file instead of from the descent2.ham? Say I have some modded bots in an hxm file, and I want to add one more. Also realize that I have to use rbotedit for textures because I don't yet know how to do it in haxmedit32. So if I wanted to add ...
- Sat Sep 20, 2014 2:17 pm
- Forum: Descent Development
- Topic: Per-level changes to robots that are only spawned
- Replies: 20
- Views: 21227
Re: Per-level changes to robots that are only spawned
Okay, I gotcha on that. Thanks. The worst case is that I would have to experiment and 'try' each number for the power-ups manually. Note that I edited my prior post before I noticed your most recent post, Sirius. My bad. I would have done a new post if I would have noticed in time. So in case you ...
- Fri Sep 19, 2014 2:38 pm
- Forum: Descent Development
- Topic: Per-level changes to robots that are only spawned
- Replies: 20
- Views: 21227
Re: Per-level changes to robots that are only spawned
I was looking at OBJECT_BITMAP and its very cryptic. So you're saying I can do all the textures in rbotedit, and then import that HXM into haxmedit just like I did the 'test' hxm I mentioned above. This should be self-explanatory, so I don't see any problems here. Plus rbotedit never forgets the ...
- Wed Sep 17, 2014 10:46 pm
- Forum: Descent Development
- Topic: Per-level changes to robots that are only spawned
- Replies: 20
- Views: 21227
Re: Per-level changes to robots that are only spawned
I just spent a little while experimenting around with haxmedit32. Its not as confusing to me as it was the first time when I looked it (and its tutorial) over. I just created a blank hxm file, imported the medium hulk element from descent2.ham (I'm guessing it got it from descent2.ham anyway), and I ...
- Tue Sep 16, 2014 5:37 pm
- Forum: Descent Development
- Topic: Per-level changes to robots that are only spawned
- Replies: 20
- Views: 21227
Re: Per-level changes to robots that are only spawned
Okay, now its a problem. Resetting the mass in DLE only works the first time you play the level. Subsequent game plays (even without messing with DLE at all) reintroduces the mass problem where heavy robots fling around like feathers. So the mass is changed back to normal in DLE, I save, move the ...
- Tue Sep 16, 2014 7:37 am
- Forum: Descent Development
- Topic: Per-level changes to robots that are only spawned
- Replies: 20
- Views: 21227
Re: Per-level changes to robots that are only spawned
I noticed lately that levels with heavily modded HXM files (several robots modified) have a glitch where the robots' masses change on their own. They turn real light so that when you hit them, they fling around like a feather. Then I check the mass in DLE and its like 14. The hulk is supposed to be ...
- Sun Sep 14, 2014 1:23 am
- Forum: PTMC Cafe
- Topic: I need more bots
- Replies: 7
- Views: 2219
Re: I need more bots
In that first picture that opens the thread, there's no small hulk. There's a picture of a similar looking modded bot, as seen here: http://www.bing.com/images/search?q=descent+robots&FORM=HDRSC2#view=detail&id=94AFD99F50834E47231E4DFA5887736F9AFF852F&selectedIndex=8 Maybe I'm wrong, but I don't ...
- Sun Sep 07, 2014 4:16 pm
- Forum: Descent Development
- Topic: Per-level changes to robots that are only spawned
- Replies: 20
- Views: 21227
Re: Per-level changes to robots that are only spawned
That's how I'm doing it. Its just that DLE seems to not be using all the changes in the hxm file once its imported (except for textures). I save the robots, one by one, while in rbotedit (I don't use 'n' or 'p' until after saving that bot individually). I use "tools -> robot info" to change the ...
- Fri Sep 05, 2014 7:41 pm
- Forum: Descent Development
- Topic: Per-level changes to robots that are only spawned
- Replies: 20
- Views: 21227
Per-level changes to robots that are only spawned
Rbotedit forgets everything except for the texture changes. So I usually have to change the weapons, shield, etc (everything but textures) in DLE after importing the hxm. Normally, I would insert the robot, and then change the attributes in the per-level section for that robot under the object ...
- Thu Sep 04, 2014 1:29 pm
- Forum: Descent Development
- Topic: 2 Boarshead polymodels in rbotedit, but not when saving?
- Replies: 5
- Views: 1858
Re: 2 Boarshead polymodels in rbotedit, but not when saving?
So, does this mean I can't use two boarsheads in one level? Or is the header field that Sirius mentioned above something I can use? I'll look around a little harder in rbotedit next time. Overall, its not really a problem though since I can use the regular boarshead in levels 1-2 of system 7 and use ...
- Wed Sep 03, 2014 5:34 pm
- Forum: Descent Development
- Topic: 2 Boarshead polymodels in rbotedit, but not when saving?
- Replies: 5
- Views: 1858
2 Boarshead polymodels in rbotedit, but not when saving?
There are 2 boarshead models in rbotedit when using 'n' and 'p' to view the models. This makes me think I can have 2 different boarsheads (ex, one normal and one modded) in the same level. However, when go to save it (to hxm) over one of the slots, there is only one boarshead slot available to save ...
- Thu Aug 28, 2014 11:03 pm
- Forum: Coders Corner
- Topic: PLT Scheme/Racket
- Replies: 7
- Views: 14963
Re: PLT Scheme/Racket
I've seen Python, but never really got into it. I know its a good language because the university professors always talked about and used it. But I'm so used to scheme that the syntax doesn't bother me. I don't think its suffering at all. *edit* I still wouldn't mind downloading a python interpreter ...
- Tue Aug 26, 2014 10:23 pm
- Forum: Coders Corner
- Topic: PLT Scheme/Racket
- Replies: 7
- Views: 14963
Re: PLT Scheme/Racket
I could see how the syntax can be a pain. But once you get used to it, and assuming you're using the editor that high-lights matching parens, it has great computational potential. Not that other languages don't. Using the IDE on the fly as a make-shift super-calculator is highly convenient too. I ...
- Fri Aug 22, 2014 7:39 am
- Forum: Coders Corner
- Topic: PLT Scheme/Racket
- Replies: 7
- Views: 14963
PLT Scheme/Racket
Has anyone ever used PLT Scheme? Mostly, I just use the DrScheme (or DrRacket, depending on when you downloaded it) IDE to do all my computations without actually making any executable files. Its excellent. Its probably one of the best programming languages out there. I use it while in DLE all the ...
- Thu Aug 21, 2014 10:47 pm
- Forum: Descent Development
- Topic: Strange Problem in DLE
- Replies: 12
- Views: 3073
Re: Strange Problem in DLE
That's the case with me too. I've never saved it like that either. But I don't think it matters since he could still replicate the problem (or try to at least). Either that, or we can send him copies of our files that are saved in that state. Speaking in which, I gotta get on with sending it to ...
- Wed Jul 23, 2014 1:38 am
- Forum: Descent Development
- Topic: Problems with bosses
- Replies: 6
- Views: 2616
Re: Problems with bosses
I put the red fatty boss at the end of my level 4, and I modified his texture to be white. He acts fine every single time. However, I put the alien1 boss in another one of my levels, and he doesn't teleport. I modified his textures too. I might have modified his strength or weapons IIRC. I think ...
- Tue Jul 15, 2014 4:47 pm
- Forum: Descent Development
- Topic: Strange Problem in DLE
- Replies: 12
- Views: 3073
Re: Strange Problem in DLE
Bear with me Sirius if I happen to be MIA sometimes. I am going to send the level to you. How I do that is another story. I know how to attach to an email, but I might need someone to show me how to do it through descentbb.net. Its probably very obvious, but I tend to overlook things on websites. We ...
- Wed Jul 09, 2014 7:19 pm
- Forum: Descent Development
- Topic: Strange Problem in DLE
- Replies: 12
- Views: 3073
Re: Strange Problem in DLE
I'm in good standing as of now in terms of my level surviving. This problem was that I still needed to insert new segments to make the reactor room and exit shaft, but I couldn't. However, by removing some blocks in other places together with accepting a smaller than planned reactor room (and a ...
- Wed Jul 09, 2014 12:40 pm
- Forum: Descent Development
- Topic: Strange Problem in DLE
- Replies: 12
- Views: 3073
Re: Strange Problem in DLE
I'm relived to know that someone else has seen this problem. I wonder if just moving the whacked out vertices back to their normal positions would work (probably have to disconnect them first). I remember, the one time I inserted one of these, that it messed with the 'other' cube - the one you get ...
- Tue Jul 08, 2014 10:29 pm
- Forum: Descent Development
- Topic: Strange Problem in DLE
- Replies: 12
- Views: 3073
Re: Strange Problem in DLE
I'm still trying to get it to work on the XP computer. Are there different DLE programs for windows7 vs XP? Perhaps I'm trying to run a windows7 one on my XP machine. I doubt that's the problem though. Either way, I'm going to have to try installing it all over again (with the XP version if there is ...
- Tue Jul 08, 2014 7:53 pm
- Forum: Descent Development
- Topic: Strange Problem in DLE
- Replies: 12
- Views: 3073
Re: Strange Problem in DLE
I just checked Vertices: 3286 Segments: 1132 Walls: 203 First, I'm going to try getting DLE up and running on my XP machine and see if that resolves the issue. Maybe its something with my Windows7 computer. If not, then maybe I could do away with some cubes. I still got a lot of cool stuff in the ...
- Tue Jul 08, 2014 6:16 pm
- Forum: Descent Development
- Topic: Strange Problem in DLE
- Replies: 12
- Views: 3073
Strange Problem in DLE
A few of the levels I made have a problem where, after building most of the level, adding new segments seems to automatically connect vertices on the newly-spawned segment to vertices on some other segment waaaay far away. In other words, I cannot add new segments without it screwing up my level ...
- Tue Jun 24, 2014 10:39 pm
- Forum: Descent Development
- Topic: So, in D2, can triggers enable/disable other triggers?
- Replies: 1
- Views: 1314
So, in D2, can triggers enable/disable other triggers?
I've noticed in some counterstrike levels that some triggers (the kind you fly through) only work if something else was done first... or they only work once. Either that or I'm mistaking. I can only think of one example as of right now, and its in the bonus level you find in level 17 or 20 (the ...
- Wed Jun 18, 2014 9:45 pm
- Forum: Descent Single Player
- Topic: Symmetric level
- Replies: 10
- Views: 2984
Re: Symmetric level
I agree. I think that symmetry is like a tool to use, but not to use alone. I think symmetry can be a good starting point to provide structure for further building. As long as this further building is more variable and contains unique parts, it doesn't get too predictable. I think building outwardly ...
- Sun May 18, 2014 10:47 am
- Forum: Descent Single Player
- Topic: Is Vertigo superior to Counterstrike?
- Replies: 21
- Views: 5836
Re: Is Vertigo superior to Counterstrike?
In terms of subjective personal opinion, I like counterstrike because its what I learned on, and thus it has (for me) all the nostalgia. However, and especially after starting to level edit, I will agree that vertigo is absolutely fabulous in terms of segment geometry and architecture. I'm not too ...