Category:Editing Parallaxed Skies

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Build/Mapster32 Map Editing

NOTE: Much of information on this page is from around 1999. Some may be outdated, and some may be incorrect -- this page exists to get you started with the Level Editing and may not currently cover some of the additional features available in Mapster32.

Correctly Parallaxed Skies

Map Name: TUTORIAL.MAP (ROOM 2-A)

Parallaxed skies present the player with the feeling of being outside, but can be problematic if not constructed correctly. Follow these simple steps:

STEP 1: Change the texture of the ceiling or floor that you wish to parallax.
STEP 2: Move the mouse cursor over the area you want parallaxed and press the [P] key. To prevent the space textures from killing you when you walk under them, change the palette value of the parallaxed floor or ceiling (or both) to 3. There are 3 types of parallaxing. To make the walls look parallaxed (used in the space levels to make it look as if Duke looks into space), create several sectors along the sides of the main parallaxed sector, change the floor and ceiling texture to the same texture that the main sector has, and parallax both the floor and ceiling of these side sectors. Then lower the ceiling down to the floor. Take a look at the tutorial map if you do not quite understand.

Problems And Fixes With Parallaxing

  • PROBLEM: My sky is screwed up! It shows one picture, and then to the side of that another, and another, etc. What's the deal?
SOLUTION: The textures that use more than one frame (such as the space texture) usually are the cause of this problem. For example, the space texture uses six textures; the first texture and five after that. When you use a texture such as this *anywhere* in your level, it becomes impossible to have one (and only one) texture parallaxed elsewhere in your map. So suppose I have the space texture somewhere in my level, and I want to parallax a texture that only has one frame. If I try to parallax this second texture, it will show the texture I'm using, the frame after that (a sprite let's say), the frame after that, etc. The solution for this is basically this: use the same texture everywhere. If you want to just use a one frame texture, you must change *all* the multiple frame sky textures to single frame sky textures.
  • PROBLEM: I'm not using multiple frame sky textures, and it still looks weird. What am I doing wrong?
SOLUTION: This problem occasionally occurs upon first parallaxing a sector, and can be resolved by saving your level, exiting from Build, and then reloading your level.

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