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Re: Build level problem
[Re: aderal]
#110561
02/05/07 16:38
02/05/07 16:38
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Joined: Mar 2002
Posts: 7,726
old_bill
Senior Expert
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Senior Expert
Joined: Mar 2002
Posts: 7,726
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Well, I think the best way how to start would be the tutorial at the download page.
But for the edges, it looks like yours are alinged like this:
__|------ | |------ | | | |
But they should be like this:
|--------------- |--------------- | | | |
This will reduce the portal count almost by half if you apply this to all of your edges.
Success is walking from failure to failure with no loss of enthusiasm.
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Re: Build level problem
[Re: old_bill]
#110562
02/05/07 18:11
02/05/07 18:11
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Joined: Jan 2007
Posts: 7
aderal
OP
Newbie
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OP
Newbie
Joined: Jan 2007
Posts: 7
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I only told that I have problems witch technical language but not witch 3dgs (maybe a little but I learn fast)  EDIT I cant understan one think: why I can build download levels witch many more portals that I have ?? That is strange for me.
Last edited by aderal; 02/05/07 19:08.
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Re: Build level problem
[Re: aderal]
#110563
02/05/07 19:58
02/05/07 19:58
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Joined: Mar 2006
Posts: 752 Portugal
demiGod
User
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User
Joined: Mar 2006
Posts: 752
Portugal
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I think the way you are trying to implement the level will not work. First thing you will have a terrible work placing by hand all those block walls and without no control at all, for example creating new levels. Second, you will have problems with portals and blocks gaps i think. I can give you two different ideas to implement the level however i never tried none of them, and probably there are better ways to do that: 1) Create basic segments with diferent sizes as models (mdls) or maps (wbms), and then place them in the level dynamicaly, using a function and eventually randomly. Dont ask me for that function cause i never made it, but this way you could create different levels. For this idea you will basicaly need a game editor; 2) This second idea possibly can be stupid cause i never tried, but you see, if you create a heightmap in photoshop or gimp, i mean, the background black (lower value, will be the floor) and in the upper layer make the design of the walls of the labyrint in a grey color for example (more bright equal higher walls) and then import that heightmap into MED, texture it and save as HMP or MDL. Set my.polygon = on in order to have precise collision detection; Well, these are two simple ideas  Hope it helps in some way, and good luck because i thing you will need it 
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Re: Build level problem
[Re: demiGod]
#110564
02/06/07 00:19
02/06/07 00:19
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Joined: Jan 2007
Posts: 7
aderal
OP
Newbie
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OP
Newbie
Joined: Jan 2007
Posts: 7
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Hmm, first idea is realy cool and I think I will write a code to this. I am very happy that u give me solutions that u nerver done before Its like "hey dude, u have a problem ?? so do this and this, it will help but i dont know how to do it an i never try it before"  But the ideas are great (especialy especially first one  )
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Re: Build level problem
[Re: Darkrider]
#110565
02/06/07 08:13
02/06/07 08:13
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Joined: Aug 2003
Posts: 7,439 Red Dwarf
Michael_Schwarz
Senior Expert
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Senior Expert
Joined: Aug 2003
Posts: 7,439
Red Dwarf
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Quote:
Hey, when I try to build my level......... well this is what it says
WMP to WMB Compiler v6.355 (WMB6) [CPUs:1] -----CRITICAL ERROR----- Separator '(' missing, line 146 press any key
I'm not sure how to fix this so can anybody help??
..........If you haven't notice I am also new at this so feel free to reply.
looks like you're using a texture with an invalid name
Last edited by Michael_Schwarz; 02/06/07 08:13.
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
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Re: Build level problem
[Re: Michael_Schwarz]
#110566
02/06/07 10:21
02/06/07 10:21
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Joined: Mar 2006
Posts: 752 Portugal
demiGod
User
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User
Joined: Mar 2006
Posts: 752
Portugal
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Quote:
Its like "hey dude, u have a problem ?? so do this and this, it will help but i dont know how to do it an i never try it before"
Thatīs why i really like these forums, people here are so fun 
Well aderal, i didnt said that i dont know how to do it, i said i never try it before, its a little different
Because you were so funny i will share a simple code that probably could helping you start. This code simply creates dynamicaly the number of entities you want and in the positions you define in the array. Its a very simple code and you need to change to your needs and make improvements:
Code:
// you are creating so far 20 entities with x,y,z coordinates in array var startBoxRegionPos[60] = -1536,4096,20, -512,4096,20, 512,4096,20, 1536,4096,20, 2560,4096,20, -1536,3072,20, -512,3072,20, 512,3072,20, 1536,3072,20, 2560,3072,20, -1536,2048,20, -512,2048,20, 512,2048,20, 1536,2048,20, 2560,2048,20, -1536,1024,20, -512,1024,20, 512,1024,20, 1536,1024,20, 2560,1024,20;
var boxRegionHandle[21]; var boxRegionIndex = 0; var boxRegionCount = 0; entity* tempBoxRegion; define _boxRegionID, skill99; entity* boxRegionPtr;
function createBoxRegions() { while(boxRegionindex < 60) { boxRegionCount += 1; temp.x = startboxRegionPos[boxRegionindex]; temp.y = startboxRegionPos[boxRegionindex + 1]; temp.z = startboxRegionPos[boxRegionindex + 2]; tempboxRegion = ent_create ("boxRegion.mdl", temp, initBoxRegion); // create tempboxRegion._boxRegionID = boxRegionCount; // save Id in the skill boxRegionHandle[boxRegionCount] = handle(tempboxRegion); // handle array to boxRegionIndex += 3; wait(5); // time between each entity creation } }
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