SE4: Difference between revisions

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* This effect can be used in most active sectors, even ones that contain other SECTOREFFECTORs.
* This effect can be used in most active sectors, even ones that contain other SECTOREFFECTORs.
* Setting a wall's '''HITAG''' to 1 will cause it to ignore the shade of the SECTOREFFECTOR; such a wall will always have the shade value you assigned to it, even if it is different to the firstwall. The palette will still change.
* Setting a wall's '''HITAG''' to 1 will cause it to ignore the shade of the SECTOREFFECTOR; such a wall will always have the shade value you assigned to it, even if it is different to the firstwall. The palette will still change.
* Using the above '''HITAG''' trick, it is possible to have different shade values for each wall, you can
* Using the above '''HITAG''' trick, it is possible to have different shade values for each wall, you can set the floor palette to 4, which would turn the entire sector black when the effect is active.
set the floor palette to 4, which would turn the entire sector black when the effect is active.
* The floor and ceiling of the sector can be set to different palettes, walls will use the floor palette.
* The floor and ceiling of the sector can be set to different palettes, walls will use the floor palette.
[[Category:Level editing documentation]]

Latest revision as of 10:54, 25 November 2014

SE4 or Random Lights are used in a map to randomly alter the shade of a sector, making it appear that a light is flickering. This effect is normally used to emulate broken lights or a flickering flame. For lights that react to damage, see SE3.

Setup

Mappers can create this effect by placing a SECTOREFFECTOR into their map and editing its properties.

SE4 Setup
SECTOREFFECTOR
Property Value Notes
Lotag 4 Use ALT+T in 2D Mode to set the Lotag value. Set it to 4.
Hitag Link Use ALT+H in 2D Mode to set the Hitag value, this will link it to other SECTOREFFECTORS in case the flickering light affects more than one sector; each sector affected will require its own SE4. If you do not want it to be synchronized with another light, simply give this a unique value.
Palette Off Palette Use F8 in 2D Mode to edit the sprite's properties or use ALT+P in 3D mode. This will be the palette the sector displays when the light is OFF.
Shade On Shade Use F8 in 2D Mode to edit the sprite's properties or use ALT+S in 3D mode. This will be the shade value for the ceiling, floor and all walls in the sector as it appears when the light is ON.
Sector
Palette On Palette Use F7 in 2D Mode to edit the sector's properties and F8 to edit each wall or use ALT+P in 3D mode. This will be the palette the sector displays when the light is ON.

Note how this is the reverse of the behavior of the shade.

Shade Off Shade Use F7 in 2D Mode to edit the sector's properties and F8 to edit each wall or use ALT+S in 3D mode. This will be the shade value for the sector as it appears when the light is OFF.

The shade of the floor will also be used for the ceiling and the value of the firstwall will be used for all walls in the sector.

Notes

  • You may preview the effect by pressing '+X in Mapster32, but the effects of the shade will be reversed in-game.
  • You can set the shade of the SE4 to a brighter or darker value than the sector.
  • Using only a small difference between the sector and SE4 shade can be used to give a softer flicker, suitable for flickering flames.
  • You can check to see whether the HITAG is unique or not by highlighting the SE4 in 2D mode and pressing Left Shift.
  • This effect can be used in most active sectors, even ones that contain other SECTOREFFECTORs.
  • Setting a wall's HITAG to 1 will cause it to ignore the shade of the SECTOREFFECTOR; such a wall will always have the shade value you assigned to it, even if it is different to the firstwall. The palette will still change.
  • Using the above HITAG trick, it is possible to have different shade values for each wall, you can set the floor palette to 4, which would turn the entire sector black when the effect is active.
  • The floor and ceiling of the sector can be set to different palettes, walls will use the floor palette.