Search found 59 matches
- Wed Jun 24, 2020 1:03 am
- Forum: Descent Development
- Topic: Door Attributes
- Replies: 7
- Views: 12198
Re: Door Attributes
So, how do you stop bots on snipe from opening doors? Is there even a way? Also, can someone explain the door attributes? I know the obvious ones like open, locked, auto, and blasted. But what are switched, additive, illusion off, and ignore marker? I'm guessing buddy-proof means guide bot cannot ...
- Wed Jun 10, 2020 12:29 am
- Forum: Descent Development
- Topic: Where's Polymodel Software?
- Replies: 4
- Views: 10580
Re: Where's Polymodel Software?
anybody?
- Wed Jun 10, 2020 12:28 am
- Forum: Descent Development
- Topic: Lighting Question
- Replies: 7
- Views: 11552
Re: Lighting Question
I noticed the brightness slider in the texture tab at the bottom. This seems to do that. I still have to experiment around with it to get a feel for it.
- Tue Jun 02, 2020 3:47 pm
- Forum: Descent Development
- Topic: Door Attributes
- Replies: 7
- Views: 12198
Re: Door Attributes
It could be that there is a matcen close to it spawning diamonds, but I don't see why that would do it either. In fact, I didn't think that was it. But you're right, I've never seen a robot/reactor shot open a door. Perhaps only the reactor does? But that's not consistent with what you said about ...
- Tue Jun 02, 2020 7:38 am
- Forum: Descent Development
- Topic: Door Attributes
- Replies: 7
- Views: 12198
Re: Door Attributes
I just found that the "Ignore Marker" attribute works for this. The name isn't obvious, but it seems to work.
- Tue Jun 02, 2020 6:31 am
- Forum: Descent Development
- Topic: Door Attributes
- Replies: 7
- Views: 12198
Door Attributes
Is there a way to prevent the reactor shot from opening a door? Locked and buddyproof still doesn't cut it. I have a level where the reactor is behind a door, and I don't want the reactor to open the door. I have a work-around in place (a wall that closes that player doesn't see preventing, but I ...
- Tue Jun 02, 2020 6:24 am
- Forum: Descent Development
- Topic: Lighting Question
- Replies: 7
- Views: 11552
Re: Lighting Question
I didn't know there was an empty_light texture. Which one is it?
- Tue May 26, 2020 5:59 pm
- Forum: Descent Development
- Topic: Lighting Question
- Replies: 7
- Views: 11552
Re: Lighting Question
With all that was done with DLE, there's gotta be a way to run the light tool for only a selected or tagged segment or face.
- Tue May 26, 2020 5:21 pm
- Forum: Descent Development
- Topic: Lighting Question
- Replies: 7
- Views: 11552
Lighting Question
So there are some places in a level where I want to have light without a light texture being there. I know you can temporarily put a light texture there, run the light tool, and then remove the light texture. This works well for my inquiry. However, this means I have to temporarily set the textures ...
- Wed May 20, 2020 8:28 pm
- Forum: Descent Development
- Topic: Where's Polymodel Software?
- Replies: 4
- Views: 10580
Re: Where's Polymodel Software?
You what's funny - I found it already on my computer - nevermind. But I have a new question: when I start Polytron32, the screen appears like it should, but the cursor is going crazy. Its the circular hourglass (windows7 circle) rapidly switching back and forth from circle to arrow. It seems to be ...
- Wed May 20, 2020 6:54 pm
- Forum: Descent Development
- Topic: Where's Polymodel Software?
- Replies: 4
- Views: 10580
Where's Polymodel Software?
Where do I get the software for designing/using custom polymodels? I think its called Polytron? I know we've talked about this before, but I can't find those posts or a link to where I download it. I've looked at pumo's site, but I don't see this download there.
- Thu Apr 30, 2020 9:24 pm
- Forum: Descent Development
- Topic: Copying Blocks
- Replies: 3
- Views: 11100
Re: Copying Blocks
Okay, I think I figured it out. It IS like the curve generator in that which face and which vertex is selected when you paste matters. I just had to try a few times and undo each time it was sideways or whatever. I also noticed you have to select the first block last when tagging. What I mean by ...
- Thu Apr 30, 2020 6:25 pm
- Forum: Descent Development
- Topic: Copying Blocks
- Replies: 3
- Views: 11100
Copying Blocks
Hey guys, I've seen this long ago but never tried it. Today, I've run into a situation in which it would be convenient to actually use it for once. So can anybody explain a little on how to copy and paste a segment or group of segments? Say I want to copy one part of my level and place the whole ...
- Wed Apr 22, 2020 12:49 am
- Forum: Descent Development
- Topic: Wall Glitch
- Replies: 0
- Views: 15174
Wall Glitch
Has anybody had this happen before? One wall exhibits screwy characteristics. When I say 'wall,' I mean the kind you add/delete that appear as an 'x.' Anyway, if you try to delete the wall, the screwy stuff transfers to another wall or face somewhere else. I then tried deleting all walls, and it ...
- Wed Apr 22, 2020 12:49 am
- Forum: Descent Development
- Topic: Wall Glitch
- Replies: 2
- Views: 9938
Wall Glitch
Has anybody had this happen before? One wall exhibits screwy characteristics. When I say 'wall,' I mean the kind you add/delete that appear as an 'x.' Anyway, if you try to delete the wall, the screwy stuff transfers to another wall or face somewhere else. I then tried deleting all walls, and it ...
- Mon Apr 20, 2020 1:00 pm
- Forum: Descent Development
- Topic: Per-level changes to robots that are only spawned
- Replies: 20
- Views: 21068
Re: Per-level changes to robots that are only spawned
Sirius, that is awesome. I didn't know it was that easy! So I'm guessing you can import to a robot's texture too. I'll have to test this out - nice! thanks
- Tue Apr 14, 2020 4:53 pm
- Forum: Descent Development
- Topic: Per-level changes to robots that are only spawned
- Replies: 20
- Views: 21068
Re: Per-level changes to robots that are only spawned
I think I will have to do something like Alter-Fox is saying. The player will see it though - once they get the full map. Still, it is a 99.999% problem-free solution and definitely suffices. Thanks for the input. Sirius - that sounds interesting. I should try it. Thank you. I found that you can add ...
- Sat Mar 28, 2020 3:38 am
- Forum: Descent Development
- Topic: Per-level changes to robots that are only spawned
- Replies: 20
- Views: 21068
Re: Per-level changes to robots that are only spawned
Hi guys, I was the one who started this thread a long time ago (under mike8887123). At one point, I could never remember my password, so I created TSXMike as my new name. So that's why I'm reviving this old thread. I hope it is okay. I just started messing with haxmedit32 again. My question is that ...
- Mon Sep 23, 2019 3:34 pm
- Forum: Descent Development
- Topic: GIMP Palette Question
- Replies: 3
- Views: 12921
Re: GIMP Palette Question
Thanks guys, I was suspicious that it only used the colors in the specific texture. I noticed it does this with a lot of the grays and browns too. I downloaded the zip Arne - I'll experiment with it... thanks
- Wed Aug 28, 2019 6:47 pm
- Forum: Descent Development
- Topic: GIMP Palette Question
- Replies: 3
- Views: 12921
GIMP Palette Question
Hey guys, GIMP works just fine for my texture mods, but I just noticed that my groupa palette in GIMP has the same green for 2 color slots. Its the brightest green (indexes 140 and 141). GIMP does not differentiate between them. Say a BMP has index 140 as some pixel. If I change it to 141, the color ...
- Wed Apr 24, 2019 8:12 pm
- Forum: Descent Development
- Topic: Modifying Robot Eyes
- Replies: 4
- Views: 5192
Re: Modifying Robot Eyes
How is it done then? I am guessing rbotedit would be limited here leaving me with HAXMEDIT32 or one of the polymodal construction programs?
- Wed Apr 24, 2019 8:07 pm
- Forum: Descent Development
- Topic: D1: What does a "one shot" trigger do?
- Replies: 4
- Views: 6479
Re: D1: What does a "one shot" trigger do?
I've used this feature before with D2 (and played in rebirth), and it worked fine. Maybe the type of wall it activates and/or the specific action the trigger elicits matters here. Edit: just to give you the specific situation I've used it on... I would lock the player into an area. The one-shot ...
- Wed Apr 17, 2019 8:54 pm
- Forum: Descent Development
- Topic: Modifying Robot Eyes
- Replies: 4
- Views: 5192
Modifying Robot Eyes
So I'm wondering why the robot's eyes will not be animated once modified in rbotedit. I'm guessing it may be a frame count mismatch. Its just something I've been messing with lately.
- Thu Apr 05, 2018 7:58 pm
- Forum: Descent Development
- Topic: Error: Unable to open temporary file and RL2 disappeared
- Replies: 17
- Views: 9143
Re: Error: Unable to open temporary file and RL2 disappeared
But anyway, I just got rid of a room and some other cubes. I don't mind staying under 900 from here. In fact, my newer levels hardly go over, and its not too big a deal to do some adjusting. My only problem is that I have a few older levels that I like a lot with more than 900 and I want to use them ...
- Thu Apr 05, 2018 1:28 pm
- Forum: Descent Development
- Topic: Error: Unable to open temporary file and RL2 disappeared
- Replies: 17
- Views: 9143
Re: Error: Unable to open temporary file and RL2 disappeared
Deleting files without the end-user saying to is something good programming standards do consider important enough to fix.
- Thu Apr 05, 2018 1:48 am
- Forum: Descent Development
- Topic: Error: Unable to open temporary file and RL2 disappeared
- Replies: 17
- Views: 9143
Re: Error: Unable to open temporary file and RL2 disappeared
I found out why it does this tonight. It does it when you exceed 900 segments and try to save in 1.12.28. And its only in 1.12.28. Here's what I did: I exceeded 900 segments in 1.12.28. When I tried to save, it gave 2 error boxes: the first error was the usual "too many segments for this level ...
- Mon Jan 29, 2018 9:09 pm
- Forum: Descent Development
- Topic: A Few Questions about Textures
- Replies: 45
- Views: 17389
Re: A Few Questions about Textures
Cool, I got the hanging screen-mount idea I said above to work by making the background the see-through-all transparency (the one doors use). I learned that all the attributes or "side effects" that come with screens are built into that slot, and let me guess, built into the HAM file. No problem ...
- Mon Jan 29, 2018 6:40 pm
- Forum: Descent Development
- Topic: A Few Questions about Textures
- Replies: 45
- Views: 17389
Re: A Few Questions about Textures
Right, I just realized that I will have to use the other transparency color that doors use and modify the texture. Its just odd that it worked before, and note that when it worked before, the robots still couldn't see me through it. One idea for a mod was to have screen mounts hanging down (just ...
- Mon Jan 29, 2018 5:00 pm
- Forum: Descent Development
- Topic: A Few Questions about Textures
- Replies: 45
- Views: 17389
Re: A Few Questions about Textures
The black appears in-game and where the transparency should be. The textures are metl146 (primary) and metl153 (secondary). It does work okay with metl146 (prim) and misc037 (sec) though. The palette is groupa. edit: on the texture tab, the left texture view that says the names of the textures ...
- Sun Jan 28, 2018 11:42 pm
- Forum: Descent Development
- Topic: A Few Questions about Textures
- Replies: 45
- Views: 17389
Re: A Few Questions about Textures
I can't figure out why I'm getting black transparency on a closed wall when I use 2 transparent textures. No mods or pogs here, and I've done it before. For some reason, its not working suddenly. I'm trying to put a fence as primary, and metal bars as secondary. Using 1.11.90. I've tried it in 1.11 ...
- Tue Jan 16, 2018 4:37 pm
- Forum: Descent Development
- Topic: Pressing Shift and Moving Mouse?
- Replies: 8
- Views: 4893
Re: Pressing Shift and Moving Mouse?
This is very useful, thanks. I've been using it. It saves a bunch of time and clicking. I know there are more conveniences I don't know about just because i've never really investigated. So I might as well ask what the other modes are for, like set-block, which is right-most on the top bar (not the ...
- Sun Jan 14, 2018 7:27 am
- Forum: Descent Development
- Topic: Pressing Shift and Moving Mouse?
- Replies: 8
- Views: 4893
Re: Pressing Shift and Moving Mouse?
Thanks Sirius - I just tried it and see what you mean. Speaking in selecting faces, I've been wondering if there is a way to quickly unstretch the textures on cube faces when they're all stretched. Is there a shortcut key or a way to unstretch all 6 of them in a particular cube? Its the left-most ...
- Fri Jan 12, 2018 9:10 am
- Forum: Descent Development
- Topic: Pressing Shift and Moving Mouse?
- Replies: 8
- Views: 4893
Pressing Shift and Moving Mouse?
Hello, So I've searched for this, and I can't seem to find anything. What does it mean when you move the mouse while holding shift in DLE? It seems to outline the segments in colored dashed lines that are blue, white, yellow and red. There are also blue and yellow circles that appear. These lines ...
- Mon Jan 01, 2018 2:58 am
- Forum: Descent Development
- Topic: A Few Questions about Textures
- Replies: 45
- Views: 17389
Re: A Few Questions about Textures
Ok, I just re-did it. I'm sorry to have been confused, and sorry for having 3 posts in a row. But I realized that I imported the original texture from groupa palette. I edited it and used it in alien1 as a non-animated texture recolored with alien1 colors. This is why I thought I originally exported ...
- Mon Jan 01, 2018 12:19 am
- Forum: Descent Development
- Topic: A Few Questions about Textures
- Replies: 45
- Views: 17389
Re: A Few Questions about Textures
So I am making a lot of new textures for a specific system of levels that have a common theme. Everything is great, and I am making new doors (which is one reason I learned how to work with animated textures). And its thanks to your help! Anyway, one little problem I've run into with Alien1 palette ...
- Wed Dec 27, 2017 8:55 pm
- Forum: Descent Development
- Topic: Error: Unable to open temporary file and RL2 disappeared
- Replies: 17
- Views: 9143
Re: Error: Unable to open temporary file and RL2 disappeared
Ah, yes. I didn't think of the alternative of other descent level editors. My idea in this level is really just matching some animated textures to be of uniform colors around blue/yel/red keys and doors, so its not a terrible error. I just wanted to post an update since I haven't really worked on ...
- Tue Dec 26, 2017 9:08 pm
- Forum: Descent Development
- Topic: Error: Unable to open temporary file and RL2 disappeared
- Replies: 17
- Views: 9143
Re: Error: Unable to open temporary file and RL2 disappeared
So I just tried to edit this same level in DLE 1.12.29 again, and it did this same thing - gave the error "unable to open temporary file: C:\DLE1_12_28\\dle_temp.rdl" It also deletes the .RL2 file afterward. Again, I have a bunch of back-ups, so its not gone. Now, I noticed that it does not do this ...
- Fri Dec 22, 2017 7:03 pm
- Forum: Descent Development
- Topic: A Few Questions about Textures
- Replies: 45
- Views: 17389
Re: A Few Questions about Textures
I just got it to work for one texture, but I think I got the handle on this. I'm not sure if this is what fixed it, but in the export dialog, I made sure the "Run-Length Encoded" was unchecked (can't remember what it was default), and I made sure the "Do not write color space information" box was ...
- Thu Dec 21, 2017 7:58 pm
- Forum: Descent Development
- Topic: A Few Questions about Textures
- Replies: 45
- Views: 17389
Re: A Few Questions about Textures
I think I understand what you mean Sirius. Just to be clear, you're saying I can import a bmp file into GIMP and then use its colors to edit another imported texture. I am going to experiment around. Thanks everybody!
- Thu Dec 21, 2017 1:51 am
- Forum: Descent Development
- Topic: A Few Questions about Textures
- Replies: 45
- Views: 17389
Re: A Few Questions about Textures
LightWolf, I looked for DTX. Can you explain more so I know when I find it? Or is there a link? Secondly, will DTX work on Windows7 or XP? Sirius, I mean I need to import the whole palette to GIMP so that it uses the same colors as a specific DLE palette. Or are you saying I can import a DLE texture ...