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D3edit and textures questions
Posted: Sat May 07, 2005 4:34 pm
by Fusion
Need some help.
A couple of Faces in my lev have wigged out on me, and I don't know how to fix them. They look fine at a distance, but when you zoom in close, they move. I don't know how exactly to explain it.
Q.2
This is my first attempt for a CTF lev, so how do I tell D3edit where I want my goal face is located. I want it in the center of one of my rooms. I know a little about the the Room Properties window, mainly for making recharging rooms, but this is a new twist for me.
Help!!
Fus
edit: What is and where can I get the latest ver of D3edit?
Posted: Sat May 07, 2005 4:44 pm
by Stryker
The faces move because they're either non-planar, or the texture is misaligned. Try propagating the texture from an adjacent face, or do a verify room to ensure that the face is both planar and convex--if it's concave or nonplanar, do a triangulate face on it.
Set a room as a goal for CTF--the flag will be placed in the center of it. If you want to set a goal face which will change texture when playing CTF, there's a box that you can check called "make current face goal face" or something like that--experiment a little, you'll get it.
Posted: Sat May 07, 2005 5:08 pm
by Fusion
Stryker wrote:The faces move because they're either non-planar, or the texture is misaligned. Try propagating the texture from an adjacent face, or do a verify room to ensure that the face is both planar and convex--if it's concave or nonplanar, do a triangulate face on it.
Stryker,
1.propagating?
2.Verify Mine in World View says everything is cool.
Stryker wrote:Set a room as a goal for CTF--the flag will be placed in the center of it. If you want to set a goal face which will change texture when playing CTF, there's a box that you can check called "make current face goal face" or something like that--experiment a little, you'll get it.
Do I have to insert the flag object, or w/D3 do it w/o me putting in the object?
Fus
Posted: Sat May 07, 2005 5:46 pm
by Stryker
Propagating is when you select a face, hold control, and left-click on a face next to it. The second face will align its texture to the texture from the face you first selected.
D3 will insert the flag object for you when CTF is played. You'll need to insert the lines GOALS2,GOALPERTEAM exactly like that into the mn3 though.
Posted: Sat May 07, 2005 6:51 pm
by Fusion
Stryker wrote:Set a room as a goal for CTF--the flag will be placed in the center of it. If you want to set a goal face which will change texture when playing CTF, there's a box that you can check called "make current face goal face" or something like that--experiment a little, you'll get it.
Stryker,
I did both in Room Properites window.
as far as the textures are concerned, I went to the textures menu, marked the whole room and hit the "Default UV". It fixed one of them, but the second I had to mark the trublemaker, select a good one next to it, and clicked the "Align to current" button. That fixed it.
Fus
Posted: Sat May 07, 2005 7:45 pm
by Liquid Fire
use the control-click trick. it works much better.
Posted: Sun May 08, 2005 12:41 am
by Fusion
Stryker wrote:Propagating is when you select a face, hold control, and left-click on a face next to it. The second face will align its texture to the texture from the face you first selected.
Let me see if I got this straight. Let say I have Face "a" that is bad, and right next to it, Face "b" is good. If I select a, hold control and left click w/my mouse face b, this will fix a?
Liquid Fire wrote:use the control-click trick. it works much better.
LF,
By the time Stryker gave me his first answer, I had already fixed the faces as I described. TY for the tip tho.
Fus
Posted: Sun May 08, 2005 7:55 am
by Stryker
No, select b, hold control, and click a. That will align the texture on the face you click from the face you have selected.
Posted: Sun May 08, 2005 4:13 pm
by Fusion
Well, here is a wireframe pic of it. I am open for lev name ideas and wep choices.
Fus
Edit: It still has some kinks to debug, details to be added, as all levs need. I'll release eventually.
Posted: Sun May 08, 2005 6:38 pm
by Duper
*cough*halcyon*cough*
oh i mean nice job!
Posted: Sun May 08, 2005 7:49 pm
by Thenior
Duper wrote:*cough*halcyon*cough*
oh i mean nice job!
wha'd you mean by that?
Posted: Mon May 09, 2005 1:00 am
by Kyouryuu
It doesn't look like Halcyon a'tall.
Posted: Mon May 09, 2005 6:41 am
by Duper
Kyouryuu wrote:It doesn't look like Halcyon a'tall.
p'shaw, I was kidding. The basic design resembles Halcyon's. nothing mroe, nothing less.
It actually looks much bigger than Hal.
Posted: Mon May 09, 2005 7:43 am
by Darkside Heartless
Is the map vertical or is that a top shot? I think it would be neat to see a CTF map with some significant vertical motion.
Posted: Mon May 09, 2005 8:59 pm
by Fusion
Darkside Heartless wrote:Is the map vertical or is that a top shot?
DH,
The oriantion of the pic is from the top. So yes, it is a "top shot", as you put it.
Fus
Posted: Mon May 09, 2005 10:27 pm
by Kyouryuu
I thought about (and tried to build) a vertical variation of Halcyon at some point. It was basically a really long shaftway with a column down the center and pipes that branched off (to dodge around). The base entrances were totally 360º. It was pretty dizzying though and I believed it was probably a bit too hardcore.
Probably something worth trying again though.
Posted: Tue May 10, 2005 12:24 am
by Fusion
TY Stryker and LF for that Control/Mouse Click tip. That has fixed an issue that happed when I did the Default UV to marked Faces that I did in my goal room.
Oh, BTW.. This is prob smaller that Halcyon.
Edit: TY Stryker for a lev name. Still awaiting answers to my weps q and what is/where can I get latest ver of D3edit. (My copy is Ver 1.1 [Beta9|Atan 0.3_3g])
Fus
Posted: Sat May 14, 2005 2:27 pm
by Fusion
New Question:
I want to insert spawn rooms similar in concept to the ones in VV, Waltz, (and other levs) where you fly out of the "walls" to get back into the game. How do I accomplish this?
Fus
Posted: Sat May 14, 2005 5:03 pm
by Liquid Fire
This is actually fairly simple. First attach your spawn room to the level
Then edit one of the rooms and put a face over the portal you just created, making sure the normals point in the right direction
That's it. now someone will be able to spawn in one room and travel through the wall because the normal is facing away from them. once on the other side, however, they can't travel back because the normal is facing them.
Edit: the spawn point I have is in the wrong room, but I'm too lazy to go back and fix it now. just live with it.
Posted: Sat May 14, 2005 5:31 pm
by Fusion
TY LF.
I knew there had to be a way.
After I insert this "false wall" in, will the person in the spawn room see what is happening outside of it, like you can in VV?
Fus
Posted: Sat May 14, 2005 11:12 pm
by Liquid Fire
Yes. The person in the spawn room can see and fire through the wall.
Posted: Sun May 15, 2005 1:06 am
by Fusion
Stryker wrote:Propagating is when you select a face, hold control, and left-click on a face next to it. The second face will align its texture to the texture from the face you first selected.
Oh, BTW. For the official record, to accomplish this, according to what I read somewhere, the key-mouse combo is Ctrl-Alt-Left Mouse click.
Fus
Posted: Sun May 15, 2005 4:06 pm
by Fusion
Ok LF,
got a prob.
In order to creat the "false wall", I copy/pasted a face that was the exact same dimensions as my portal and put it into place. Now Verify Mine and Verify Room is complaining about a duplicate face. Now what? Was I suppose to make the new face in the Current Room screen, inserting Verts and making the new face?
Fus
Posted: Sun May 15, 2005 5:56 pm
by Liquid Fire
Doesn't really matter. If you took that room with the two duplicate walls, attached it to the level, and then verified the mine, it would show no duplicate walls, because one of them would be a portal.
Posted: Sun May 15, 2005 6:28 pm
by Fusion
So I should worry then that Verify Mine is gonna complain about Dup faces then?
Fus
Posted: Sun May 15, 2005 7:11 pm
by Liquid Fire
No, it'll complain in verify room, but once you attach the room to the mine (thereby making one of the faces in question a portal) the error should go away.
Of course, you could just skip that little spot of heartburn and put the extra face in after you attach the room.
Posted: Sun May 15, 2005 8:25 pm
by Fusion
Liquid Fire wrote:Of course, you could just skip that little spot of heartburn and put the extra face in after you attach the room.
That's what I am trying to do, but it is being a real bear.
The Spawn room is already attached, and I am trying to get the false wall face in place right.
Here is a pic of what i am trying to do, The portal is the perim where the yellow line is. I want to hide all of the tunnel. I think my prob may be my detail there at the edge.(the black texture) If I send you the .d3l file, think you can get it to co-op 4 me? I plan on having 4 of these guys, but I might change my mind if this is gonna be this much of a bear to fight...
Fus
Posted: Sun May 15, 2005 10:34 pm
by Liquid Fire
Yeah, the black texture areas are going to give you problems. Here's a cheap little trick: if you turn off the grid and pull the room back a notch (except for the black extentions), you should be able to put the extra face in there without any problems. With the grid off, it will go back so little, no-one will notice the slighly slanted black edges, and you shouldn't get any errors. Of course, doing so may require you to insert new faces where you've pulled back, and some faces may become non-planar, so it might be easier to either work the architecture differently or just remove it altogether.
Edit: looks like no-one told you where the newest version of d3edit is. As it so happens, atan released a new test version with lots of nice little features. Get it
here
Posted: Sun May 15, 2005 11:10 pm
by Fusion
LF,
Thx for the linky, I have d/led it.
But to keep my sanity, I have it in a seperate folder so I don't forget which is new, and which is old.
At the time of this post, Duper is fixing my issues for me...Can't wait to see what he has done.
I just hope I can repeat it in the future if I need to.
Fus
Posted: Sun May 15, 2005 11:54 pm
by Duper
FYI for other.
What I did was inside the archway in the pic above, I made the arch part of the large room and build a face as advised earlier in this thread and moved the portal back to where the arch meets the hall.
I had to reconstruct to do this, but it worked.
Posted: Mon May 16, 2005 12:23 am
by Kyouryuu
By the way, it's nice to see someone doing
doorframes in Descent 3. That and the entire concept of trim eludes most Descent 3 levels
Posted: Mon May 16, 2005 7:37 pm
by Fusion
Kyouryuu wrote:By the way, it's nice to see someone doing
doorframes in Descent 3. That and the entire concept of trim eludes most Descent 3 levels
TY for the compliment, it is a detail that is repeated throughout most of the level. There are a couple of places I forgot to insert that detail in, Maybe I should correct that eventually... Another thing on my "Things to Fix/Add" list. We'll see.
Fus
Posted: Wed May 18, 2005 12:13 am
by Fusion
Duper wrote:FYI for other.
What I did was inside the archway in the pic above, I made the arch part of the large room and build a face as advised earlier in this thread and moved the portal back to where the arch meets the hall.
I had to reconstruct to do this, but it worked.
A large round of applause to Duper, showing me how he fixed my problem.
<[NuB2]Fusion applauds Duper in a large circular motion>
Now that that problem has been solved, is there a texture of stars in D3edit? If yes, please direct me to the section to look in, and the name of the texture? If there is no Starfield texture, where can I find a walkthru on making my own? I have the source .gif file I want to use, can convert to .ogf using the D3 Image Tool app...I just need to know how to feed it into the textures of D3edit.
Fus
Posted: Wed May 18, 2005 6:51 am
by Stryker
To my knowledge, there isn't. Hit me on AIM; I'll show you how it's done. It's kind of a long explanation.
Posted: Wed May 18, 2005 8:00 pm
by Fusion
Stryker wrote:To my knowledge, there isn't. Hit me on AIM; I'll show you how it's done. It's kind of a long explanation.
ok, but I'll use ICQ on my end.
Fus
Posted: Sat May 21, 2005 1:43 pm
by Kyouryuu
The only texture that looks remotely like stars is probably the "oil slick" texture, believe it or not. There might be something in the "Terrain" texture tab too. Ironic that a game in space doesn't have a general starfield texture
Posted: Sat May 21, 2005 1:49 pm
by Stryker
I'm walking him through setting up a custom .ogf for a starfield.
Posted: Sat May 21, 2005 4:52 pm
by Fusion
Stryker wrote:I'm walking him through setting up a custom .ogf for a starfield.
...And have been walked.
Huh. Where did that leash come from?
TY Stryker.
Fus
Posted: Thu May 26, 2005 12:24 am
by Fusion
Ok, so it isn't a Texture question, but it is my string...
That being said:
I am thinking of inserting the
Scripting tutorial from Kyouryuu's website. So far all I have is the Win 1.4 SDK from PD. The instructions to get a compiler (ECGS or whatever the heck it is) is major confusing.
I am running WinXP Pro w/SP2. Instructions for getting this ECGS? How do I get it to talk to my D3edit? KISS answers please?
Fus
Posted: Thu May 26, 2005 10:40 pm
by Fusion
Gotta problem:
I have some textures in certain sections that look like some1 took a pair of scissors and cut sections out of the textures. I also have some other texture issues as well.(The [in]famous Wall of Mirrors, I believe Stryker called it)
Screenshots are available on request.
Fus