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Reworking Necros

Sat, 13 Feb 2010 09:20:57

RambOrc

<!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/ScatteredEvil/maps/NECROS.WAD">http://downloads.orcishweb.com/koraxdev ... NECROS.WAD</a><!-- m --> I've done some work on the start map and on the former ice cave map, which you can reach from the central courtyard by running down the steps on the right (the steps formerly lead upwards to the platform and a red portal).
Sat, 13 Feb 2010 15:41:29

RambOrc

I've updated the file, so if you downloaded before now, download it again. I've altered some of the textures in all 5 maps now, also removed 3 of the 5 bosses (I left the wyvern and the heresiarch in). What I still haven't figured out is how to edit or even see the scripts included with DB2.
Sat, 13 Feb 2010 19:57:23

Firebrand

By Pressing F10 at any time while editing... if it doesn't show anything, probably the maps don't have scripts <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. I'll download the file and check it out ASAP.
Sun, 14 Feb 2010 02:06:33

Crimson Wizard

[quote="RambOrc":3pnnw18f]What I still haven't figured out is how to edit or even see the scripts included with DB2. If you mean map scripts, View -> Script Editor.
Sun, 14 Feb 2010 11:50:39

RambOrc

Too bad nothing shows there, although there should be scripts running. I even tried it on the original hexen.wad, it also showed no scripts.
Sun, 14 Feb 2010 15:11:44

Crimson Wizard

Hmm... same for me. That's really weird, can it be DB2 cannot not read BEHAVIOR lump? I'll check Doombuilder forums, and report this bug if necessary.
Sun, 14 Feb 2010 17:23:56

Firebrand

The maps look good, IMO it would be nice to have some texture variations in the "ice cave" map, which now looks like some tomb or something <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->, some more Egyptian decorations or something would make it look even more cool.
Sun, 14 Feb 2010 22:18:06

RambOrc

In the Hexen II egyptian maps, there are only a handful of basic textures, and I didn't want to use the clearly egyptian ones, with paintings or hieroglyphs, as they might look too out-of-place in Hexen. OTOH if we would use those textures as base and imprint some of the typical Hexen symbolic like the original art team did with most base textures, it'd fit a lot better IMO.
Mon, 15 Feb 2010 14:36:44

Crimson Wizard

<!-- m --><a class="postlink" href="http://www.doombuilder.com/forums/viewtopic.php?f=10&t=349">http://www.doombuilder.com/forums/viewt ... f=10&t=349</a><!-- m -->
Mon, 15 Feb 2010 17:28:43

Firebrand

[quote="RambOrc":3hmqvuc6]OTOH if we would use those textures as base and imprint some of the typical Hexen symbolic like the original art team did with most base textures, it'd fit a lot better IMO. Do you have something in mind? I could give it a go if you describe a couple of examples maybe <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. [quote="Crimson Wizard":3hmqvuc6]http://www.doombuilder.com/forums/viewtopic.php?f=10&t=349 That REALLY sucks... <!-- s:( --><img src="{SMILIES_PATH}/orc10.gif" alt=":(" title="Sad" /><!-- s:( -->, I guess that for editing scripts DB1 is still a good choice... or WadAuthor?
Mon, 15 Feb 2010 18:17:40

RambOrc

Can scripts be thrown into a PK3 in text file format?
Mon, 15 Feb 2010 18:44:52

Crimson Wizard

What are you talking about here, people? The problem with DB2 is only that it does not translates BEHAVIOR data into readable scripts. You can launch any other editor (DB1, WadAuthor), open map, open script, recompile & save it. This will make SCRIPT lump appear in the WAD. After this you may view/edit it in DB2 as well.
Tue, 16 Feb 2010 15:47:54

Firebrand

CW is right, it's a one time only operation... so it's not a big deal then... <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. As for you question Ramborc, maps should remain inside WAD files, because of the binary lumps they contain. And because those lumps don't distinguish between different map numbers.

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