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I'm back

Wed, 11 Jun 2008 06:31:05

mordy

Hey guys, I joined two years ago but I've been mostly inactive. Like I told RambOrc over PM, I first joined the team with the intention of working on the Trilogy but the timing was bad as the whole team had shifted focus towards KA. I read that you're now focusing on the Trilogy and so I'm popping in <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D --> It's been a while so I'm going to have to re-learn everything about WAD mapping. One suggestion I made to RambOrc was that I join you guys as a level scripter designing the puzzles for your maps, since that's primarily what I do. Even so, I'm down for some mapping since SE can use a ton of those without harm. Check out my site in my profile to see my maps. They're all 3D except for the last one which I worked on for Korax' Heritage a long time ago. So just let me know what's going on and all that, since I'm behind on the news and progress of things.
Wed, 11 Jun 2008 10:34:30

Crimson Wizard

Hi, nice to see you, I was complaining about lack of mappers some time ago <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> I believe other members will add more info here, as for me I should tell - there were some big additions to Vavoom engine from the point of view of mapping, like skyboxes, mirrors, support for extra ACS (map script commands), fog, sector coloring... Me myself created couple of internal "KRPG" builds (download latest from koraxdev area: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/koraxrpg/KRPG_internal_20080611.zip">http://downloads.orcishweb.com/koraxdev ... 080611.zip</a><!-- m --> (3.6 mb) ). That is not exactly one of the Trilogy parts yet cause it has only demo and test maps, you can think it is a "base" for futher development of our RPG. Along with latest Vavoom stuff it supports advanced monster AI like pathfinding, issuing orders (using map script), conversations between player and NPC and some more... ah yes, did I mention I added 'ducking' ability which allows to lower player height about 1.5 times? - well you can look into demo maps, plus there's "edit" folder in that ZIP which contains Doom Builder cfg file (which allows to use new type of things) and acs header with new action specials and definitions for scripting.
Wed, 11 Jun 2008 14:04:14

Firebrand

I've never liked that ducking ability for any source ports, I think it's stupid how it works, making some tall enemies like the chaos serpents unable to shoot at the player when ducking, but that's only my opinion, heh! <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> As for the rest of features, I haven't had a chance to actually play those demo maps, but I really like what I see, if you see the taskfreak interface, I'll be busy converting sprites and stuff for KRPG and adding it to PK3 files, so we can begin working on new enemies and damage skins as needed <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D -->, I want to make code for KRPG as fast as possible, so then we can only focus on the story and mapping side of the RPG, but as Ramborc once said, feel free to make maps for caves, castles, open areas, whatever suits you right now, we'll then worry on how they'll connect in the game, remember we want to have as many side quests as possible, so we can begin making maps for those IMO <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, we'll then revamp them adding new stuff as it arrives to the game <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. Welcome back Mordy!! <!-- s8) --><img src="{SMILIES_PATH}/orccool.gif" alt="8)" title="Cool" /><!-- s8) -->
Thu, 12 Jun 2008 09:00:29

RambOrc

There is no need to worry about how to connect anything, not only do we have a whole country to put them in (see travel map stuff in the concept document), but also we can add some locations that are reached through a teleport and are geographically located somewhere completely else.
Sun, 15 Jun 2008 06:42:24

mordy

[quote="Crimson Wizard":24ytc6hs]plus there's "edit" folder in that ZIP which contains Doom Builder cfg file (which allows to use new type of things) and acs header with new action specials and definitions for scripting. Is the stuff in there custom made by you, or is it the official and latest from Vavoom's website? I haven't downloaded the zip yet. [quote="Firebrand":24ytc6hs]feel free to make maps for caves, castles, open areas, whatever suits you right now, we'll then worry on how they'll connect in the game, remember we want to have as many side quests as possible, so we can begin making maps for those IMO <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, we'll then revamp them adding new stuff as it arrives to the game <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. Welcome back Mordy!! <!-- s8) --><img src="{SMILIES_PATH}/orccool.gif" alt="8)" title="Cool" /><!-- s8) --> Alrighty. I'm going to start making some long, dark and dreary dungeons with tricks and traps everywhere. Just kidding..........sort of. <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D --> I'll make a bunch of small maps and that'll give me a feel for Hexen mapping once again. The only problem right now is that I don't know how to make 3D floors. The numbers (values to input) make no sense to me, I'm afraid. I know how to make arches and slopes, as you can see from the Hexen map I made on my website. Can someone show me step-by-step how to create 3D floors? I use Doom Builder, btw. I'm guessing most of the mappers here use WadAuthor, but that's ok, I just need the technical info such as what values to use and what all that stuff means. Using an example would be very helpful. Much appreciated <!-- s8) --><img src="{SMILIES_PATH}/orccool.gif" alt="8)" title="Cool" /><!-- s8) -->
Sun, 15 Jun 2008 12:21:16

Crimson Wizard

[quote="mordy":2fxm5zqn][quote="Crimson Wizard":2fxm5zqn]plus there's "edit" folder in that ZIP which contains Doom Builder cfg file (which allows to use new type of things) and acs header with new action specials and definitions for scripting. Is the stuff in there custom made by you, or is it the official and latest from Vavoom's website? DoomBuilder cfg is custom based on official one, that is I took Vavoom's config for DoomBuilder and added new things for korax rpg. Other files there are purely custom - that is header for script with new declarations for KRPG, and also an html document which contains developers manual on making conversation scripts. [quote="mordy":2fxm5zqn]The only problem right now is that I don't know how to make 3D floors. The numbers (values to input) make no sense to me, I'm afraid. Can someone show me step-by-step how to create 3D floors? Huh, I always feel a bit guilty doing this because it looks like copying same thing zounds of times (I mean - making 3d floors instructions). But ok, I'll try. Perhaps this could be copied somewhere afterwards for public use... 1. First of all, 3d floor must be placed in a sector, it cannot be drawn over multiple sectors. That is, if your room already consist of many sectors (like with different ceiling/floor heights etc) and you wish to make a 3d floor there all over the room, you must make a group of 3d floors instead of single one, that is - one 3d floor in each sector where you need 3d floor to be; of course in this case all of these 3d floors should have same properties and most possibly should be made using same base (see below). Sometimes you will have to divide existing sector(s) into pieces to make 3d floor(s) be only where you want them to be. 2. You can have unlimited number of 3d floors in one sector on different heights. 3. To make a common 3d floor you first should make a "base". Base will be the sector which represents 3d floor contents. Create a sector of any size (preferrably small one, to make it simplier) somewhere outside main map space (i.e. not connected to map). Its shape and size does not matter. Choose one of its lines and set a "3d Floor" as its Line Special. Arg1 must be a tag of sector in which you want to create a 3d floor using this base. Now, customize the base. Keep in mind that base's floor will be 3d floor's upper surface and base's ceiling will be 3d floor's lower surface. Thats' why Base's floor should have higher height value than ceiling (editor will tell you that sector height is negative, but that is ok). Texturize sector correspondingly. Now you can use the base to copy itself into any sector on map. Do this by Tagging these sectors with same value as you used on base's linedef mentioned above. Ofcourse, you may make it vice versa - use sector's tag (if it already has one) on base's lindef. You may use same tag anywhere. If there will be a need to use more than one tag for same Base, simply add same line special to second line in the base and give it another tag (as Arg1). Same with 3rd, 4th etc tags. You even may increase number of base's lines if needed, since its shape and size does mean nothing. 4. Making a sloped 3d floor is a bit complicated. Same, you need a base, but in this case base's size, shape and position DOES matter. First, determine where the 3d floor will be positioned on map, then where would be a regulative point of a slope (as you do with normal slopes). But do not place the slope on real sector ofcourse. Instead, place a base so that: a) it is positioned parallel to sloped sector direction of slope; b) its dimension parallel to direction of slope should have same length as real sector's dimension. Then place slope thing(s) into base.
I use Doom Builder, btw. I'm guessing most of the mappers here use WadAuthor
I used WadAuthor until I discovered DoomBuilder which, after some time, proved to fit my mapmaking needs more, so I changed to it completely. Only thing WadAuthor still does better (in my eyes) is making circular sectors.
Wed, 18 Jun 2008 04:59:28

mordy

Thanks a lot, Crimson! I am going to try that this weekend and let you know what happens. <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D -->

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