Category:Editing Working with Sprites: Difference between revisions
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The default mode is: always face the player; mode two: vertical and mode three: horizontal. To cycle through the modes point to the sprite and press the [r] key. The vertical and horizontal modes have the option for a subsequent one or two sided mode. When the sprite is in vertical mode, point to the sprite against the direction of its tail (check in 2D and switch back to 3D) and press [1]. Go around the sprite, it is now visible only on one side. When the sprite is in horizontal mode simply position yourself either on the top or bottom, point to the sprite and press [1]. The extent of the horizontal sprite is shown in 2D mode for easy and fluent positioning of multiple sprites. | The default mode is: always face the player; mode two: vertical and mode three: horizontal. To cycle through the modes point to the sprite and press the [r] key. The vertical and horizontal modes have the option for a subsequent one or two sided mode. When the sprite is in vertical mode, point to the sprite against the direction of its tail (check in 2D and switch back to 3D) and press [1]. Go around the sprite, it is now visible only on one side. When the sprite is in horizontal mode simply position yourself either on the top or bottom, point to the sprite and press [1]. The extent of the horizontal sprite is shown in 2D mode for easy and fluent positioning of multiple sprites. | ||
Note - A sprite placed directly to a wall, will be in the vertical mode matching the angle of the wall. | |||
<strong>A sprite has a block and damage toggle</strong> (Those map settings will be overwritten if those were programmed in the game) | <strong>A sprite has a block and damage toggle</strong> (Those map settings will be overwritten if those were programmed in the game) | ||
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The size of a sprite can be modified in 3D mode by moving the cursor over the sprite and pressing the KP ( aka numpad ) Arrow keys (8,6,2 and 4). To accelerate the sizing function, press the KP 5 key with the KP Arrows keys. | The size of a sprite can be modified in 3D mode by moving the cursor over the sprite and pressing the KP ( aka numpad ) Arrow keys (8,6,2 and 4). To accelerate the sizing function, press the KP 5 key with the KP Arrows keys. | ||
In Mapster32 you can also enter the [[sizeat|size]] of sprites in 2D mode. Hover with your mouse over the sprite to highlight it. Press the F8 key and use the arrow keys to navigate to the {X,Y}repeat slot. The value of the smallest setting is (4, 4). You need to enter this value by typing the 4, then ENTER and another 4. You can also manipulate the [[cstat]] value of sprites. The flags(hex): slot accepts valid cstat values. | |||
<strong>A sprite can be made invisible.</strong> | |||
The invisibility cstat value is 32768. You can set this on sprites with the key combo [']+[I]. | |||
==Security Cameras== | ==Security Cameras== | ||
''Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 6-H)'' | |||
STEP 1: Place one sprite where you want the viewscreen to be. You can use either sprite #502 or sprite #499. Give the screen a unique hitag value. | |||
STEP 2: Place several sprites where you want cameras to be. The camera sprite is #621. Give all the camera sprites that you want associated with the viewscreen created in step 1, a lotag value equal to the screen's hitag value. | |||
NOTE 1: The angle of the camera sprite (its tail in 2D) is the angle that the camera will point. | |||
NOTE 2: To make cameras pan right and left, give them a hitag. Set the camera's angle to the center of the arc in which you want it to pan. Then set the hitag value equal to the build units of angle measure. A value of 256 will make the camera rotate 45 degrees to both the left and right of the sprite's angle. | |||
NOTE 3: To change how far the camera looks either up or down, change the shade value of the camera itself (by pressing the [']+[S] keys on the camera sprite in 3D mode). A negative (bright) value will make the camera look down, and a positive (dark) value will make the camera look up. The brighter (smaller) or darker (larger) the value, the more the camera will either look down or up. | |||
==Vents== | ==Vents== | ||
''Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 6-I)'' | |||
To make a vent and vent cover, simply follow these steps: | |||
STEP 1: Create the vent area sectors. Make this area accessible from a room in your level. | |||
STEP 2: Place the Vent sprite (#595) at the entrance of your vent area. In 3D mode, resize this sprite to properly fit the vent area entrance. The game blocks this sprite and set the hitscan to ON, by default. Check that the sprite is not one sided and is flush with the wall (floor). | |||
=="3D"� Bridges== | =="3D"� Bridges== | ||
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==Spawning Stuff== | ==Spawning Stuff== | ||
''Map Name: [[Media:Tutorial.map|TUTORIAL.MAP]] (ROOM 7-B)'' | |||
There are basically 4 ways to spawn something in the game. | |||
<strong>Trigger Spawns</strong> | |||
You can spawn items by either toggling a switch, or by triggering a Touchplate. To create this, place the switch or Touchplate where you want it to be, and give it a unique lotag value. Now place a Respawn sprite where you want another sprite to spawn. Give it the same lotag value as the switch or Touchplate. Give the Respawn sprite a hitag value equal to the reference number of the sprite you want to spawn. For example, if you wanted to spawn some Troopers, you would give each Respawn sprite a hitag value of 1680. | |||
<strong>Spawn After Killing Actors</strong> FEM1 to FEM10, PODFEM1, NAKED1 and TOUGHGAL | |||
This effect allows you to spawn something when those actors were killed. A good example of this is the stripper. If you shoot her, you might want some enemies to pop out. To do this, place the actor (that will trigger the spawn) where you want it to be (for our example we will use the stripper). Place a Respawn sprite (#9) where you want each monsters to appear. Give the actor sprite a unique hitag. Give the Respawn sprite a lotag value equal to the dancer's hitag. Now give the Respawn sprite a hitag value equal to the reference number of the sprite you wish to spawn. For example, if you wanted to spawn shotgun ammo, you would give the Respawn sprite a hitag value of 49 (because the shotgun ammo is located at tile #49). | |||
<strong>The "CANWITHSOMETHING"</strong> (Tile # 1232) | |||
This sprite is a trash can that will spawn something when shot. Simply place the sprite where you want the trashcan to be and give it a lotag value equal to the reference number of the sprite that you want to spawn. For example, if you wanted to spawn shotgun ammo, you would give the CANWITHSOMETHING sprite a lotag value of 49 (because the shotgun ammo is located at tile #49). | |||
<strong>The MONK, LUKE and INDY</strong> (Tile # 1352, # 1354 and # 1355) | |||
Each actor will spawn and item and activate a one time sound when shot down. Place any of those actors somewhere suitable and give them a hitag value of the item or actor you want to spawn; and as an option a lotag of a sound you want to trigger. | |||
==Active Tripbombs== | ==Active Tripbombs== | ||
To place an active tripbomb, simply place sprite #2566 on the wall where you want the bomb to be. Resize the sprite to a realistic size. Keep in mind that the bomb does not arm itself until it "sees" the player, so place it in a convenient spot. | |||
== | ==Actors, Weapons and Items== | ||
After you played the game, you are familiar with all those characters shooting at you. Now it is time to put them in your maps. | |||
:1. Place the actor sprite where ever they should be and size them down to a reasonable size. | |||
:2. Place sufficient weapons and ammo to eliminate those actors. | |||
:3. Place sufficient health and armour, so the player does not die too soon. | |||
:4. Spice the map with a with some goodies; Atomic Health, Jet Pack and so on. | |||
Yes, that simple, yet it is an art to master. | |||
To help in this quest, an easy way to find all those [http://pastebin.com/2MyG609L/ Actors and Items] | |||
And in case you need to make the famous Mini-Boss, just give him the palette 3. (The stock maps use pal 21. All pals other than zero are functionally equivalent but pal 3 is better because it changes no colors while pal 21 adds red dots where they do not belong.) And if you want the other Bosses to be Mini, well, you need to do some coding, and look at this tutorial [[Enable_and_fix_minibosses|Enable and fix the minibosses]] | |||
==Exploding Helicopter & Sky Car== | ==Exploding Helicopter & Sky Car== | ||
To create the exploding helicopter or car effect, simply place the Helicopter sprite (#1346) or the Dukecar sprite (#2491) where you want it to originate from. Set the angle of the sprite to the direction you want the car to travel in, and raise the sprite up as high as you want in 3D mode. | |||
Note: This effect is triggered once only, when the player starts the map. You should leave enough room for the car or helicopter to travel through its path - if you don't, it will slide down the first wall it hits, making a very unrealistic effect. | |||
==Cranes== | ==Cranes== | ||
Latest revision as of 07:02, 24 November 2012
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