51

Re: Beginning to Map (Also Known as KödeBreaker's Mapping Questions)

KodeBreaker wrote:

1. How do I make something hollow?

You can't. When you want a hollow shape, you have to make it out of non-hollow shapes. Want a box with an open top? Make a bottom wall and four side walls and put them together to form a box with an open top. That's exactly what CSG Hollow does (when it works), except you have a lot less control over it.

Make Detail disables collision detection on a brush. Use it to add detail that you don't want to interfere with gameplay.

52

Re: Beginning to Map (Also Known as KödeBreaker's Mapping Questions)

parasti wrote:

You can't. When you want a hollow shape, you have to make it out of non-hollow shapes. Want a box with an open top? Make a bottom wall and four side walls and put them together to form a box with an open top. That's exactly what CSG Hollow does (when it works), except you have a lot less control over it.

I think one reason in many cases making a hollow shape by drawing the individual brushes instead of CSG hollow is that in the former method at the lines (/etc?) where the brushes meet, you will more likely remember to use metering , which means the brushes will not overlap and their faces will meet conveniently and the unseen surfaces will be invisible. With CSG hollow I think the brushes automatically have overlapping portions where they meet.


parasti wrote:

Make Detail disables collision detection on a brush. Use it to add detail that you don't want to interfere with gameplay.

I remember the editing recommendations said one use of detail brushes is on brushes that the ball will never touch, saving the computer a bit of processing work (wutever it is called).

Off the top of my head the only way to make detail brushes distinguishable from non-detail brushes is to click "view > filter > ('structural' or 'details')". Then all the detail or structural brushes will become invisible (you cannot edit them, probably).


--
(forgot to say this in last post)
One possible reason CSG hollow might not work is here. Well I think when you do csghollow the width of one of the resultant border brushes is determined by the current grid size. So if one or more dimensions of your brush is less than 2 times the current grid size, there would be no room (less than 0, so a negative number) when you try csg hollow, meaning the command might not work.



ps this thread is getting kinda long smile

It the it's level set: http://neverforum.com/fmpbo/viewtopic.php?id=2922
6/19/17: a bit of help needed here, plz: http://neverforum.com/fmpbo/viewtopic.php?id=2988

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53

Re: Beginning to Map (Also Known as KödeBreaker's Mapping Questions)

I just have one final question,

How do I make a thwomp change it's face when it moves like in Bumparoo by Tones?

Download my levels here: http://neverforum.com/fmpbo/viewtopic.php?id=3147
Progress: Medium: 14/25    Hard: 7/25    Expert: 11/25

54 (edited by It the it 2018-05-19 18:40:51)

Re: Beginning to Map (Also Known as KödeBreaker's Mapping Questions)

Basically:

When a thwomp is stationary or moving we know that the face part is a 1unit thick brush made decal with the "make decal" command. (If you are not sure if a brush is decal or not you can click the corresponding menu items in "view > filter" at the top of the radiant window.) Well so in order to make a thwomp change its face, you have to make the old face move to some position where the brush will be hidden (say inside the thwomp) and make a new decal brush move to the front of the thwomp.

When the thwomp is stationary this is easy: just do the thing above where the face decal brushes swap positions to show on front of the thwomp. But if you want to make the thwomp change faces while it is moving it might get a bit tricky (btw I have never tried making thwomps ch faces tongue ). Since the movement of the solid thwomp block and the decals follow a set of path_corners to go say left and right, you will need another set of path_corners for the decal brushes to follow instead so that there will be the say left and right movement but also the movement that changes the thwomp face.

looking forward to seeing your maps smile

ps note on the attached map itself:
Remember that, on the right side of the map, I am not sure how to make the faces for the thwomp synchronize with the grey slab block without adding "smooth" "0" to all of the path_corners that do not have "speed" "0". If you want, maybe you could try fixing making the faces synchronize with "smooth" "1" (the default value)?  (btw what I mean happens by the not synchronizing: the faces would move separately from the grey block while moving from the ends to the center.)

Post's attachments

cheapexample5_19_18.map 8.41 kb, 31 downloads since 2018-05-19 

cheapexample5_19_18.sol 8.64 kb, 27 downloads since 2018-05-19 

It the it's level set: http://neverforum.com/fmpbo/viewtopic.php?id=2922
6/19/17: a bit of help needed here, plz: http://neverforum.com/fmpbo/viewtopic.php?id=2988

avatar drawn with ANVIL-1000MD (c) and scaled down with GIMP

55 (edited by It the it 2018-05-19 22:11:01)

Re: Beginning to Map (Also Known as KödeBreaker's Mapping Questions)

also here is a tangent map version of "cheapexample5_19_18.map". It may have been an unintented result but it might give you an idea for a new lvl or something. smile

Post's attachments

cheapexample5_19_18_tangent1.map 8.18 kb, 26 downloads since 2018-05-19 

It the it's level set: http://neverforum.com/fmpbo/viewtopic.php?id=2922
6/19/17: a bit of help needed here, plz: http://neverforum.com/fmpbo/viewtopic.php?id=2988

avatar drawn with ANVIL-1000MD (c) and scaled down with GIMP

56

Re: Beginning to Map (Also Known as KödeBreaker's Mapping Questions)

Thanks! smile

Download my levels here: http://neverforum.com/fmpbo/viewtopic.php?id=3147
Progress: Medium: 14/25    Hard: 7/25    Expert: 11/25

57

Re: Beginning to Map (Also Known as KödeBreaker's Mapping Questions)

Nevermind, THIS is my final question:

Making loops like in Tour de Force 08 and 16.

I tried following the mapping documentation, but I am still confused.

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Progress: Medium: 14/25    Hard: 7/25    Expert: 11/25

58

Re: Beginning to Map (Also Known as KödeBreaker's Mapping Questions)

Ok, nevermind my last post.

I need help on making cones. That's what I need help on. I tried making one on paxed's curve tool, but when I imported it, nothing comes up.

I don't know what I'm doing wrong.

Download my levels here: http://neverforum.com/fmpbo/viewtopic.php?id=3147
Progress: Medium: 14/25    Hard: 7/25    Expert: 11/25

59 (edited by It the it 2018-05-23 02:43:25)

Re: Beginning to Map (Also Known as KödeBreaker's Mapping Questions)

post 57:
here is  a little explanation (see 2 pics):
Start with a curve where the diff between the outer and inner radius is the thickness of the final curve. This is the width that you will probably have small, so the diff between outer and inner radius might be for example 8 units. When making this curve in curve tool the thickness parameter will become the width of the path of the loop. For exapmle the thickness parameter would be 128units. The only advanced curve parameter you will use in this example is the slope parameter <s>. If you make the slope parameter the same as the thickness parameter the two ends of the loop will touch at the corners. To get a straightforward loop in this exapmle I will make the ending radii be the same as the starting radii.

When you open the example curve of this post in radiant, it will be a thin circular path that droops down. Rotate the curve 90deg to get the finished loop.


post 58:
In this example curve, let's say you want two vertical rim edges that are 8units wide. Here are some important points when making this curve in curve tool. (btw this .map file is attached. Remember you can see the curve parameters of the curve by opening the .map file with a text editor!)
  1. Make the thickness of the curve x+8, with x being the vertical dst in the radiant grid between the top point of the slant and the bottom point of the slant. (in this exapmle x will be 256units. 256+8 is 264units)
  2. Make the innder drop parameter <id> be x.
    >Note that you have to add the extra 8 units in the thickness parameter b/c the <id> parameter subtracts from the thickness parameter! So this means that if you wanted a cone with constant thickness of 8units, if you would make thickness parameter be 8 and <id> be 256units, 256 would be too much to subtract from 8 and the curve will not work! :0
  3. Make <ct> parameter be 1 (on). This way the thickness of the cone will be 8units all the way.
  4. Note that the inner radius becomes the radius of the little (lower) hole and the outer radius becomes the radius of the big (higher) hole.
  5. Also for inner drop parameter to work you have to have "slope" parameter on.



EDIT: ps I now realize that I probably did not have to attach the .map files tongue
pps I see what you mean by the (curve) documentation being maybe confusing sometimes. They seem to refer to the parameters of the example curve screenshots for explanation a good deal, and they donot put the parameter names near the values. So it seems you kinda have to be familiar with how curves work and figure out what values are what parameters. tongue

Post's attachments

cheapexample5_22_18_cone.map 55.73 kb, 23 downloads since 2018-05-22 

cheapexample5_22_18_loop.map 56.11 kb, 29 downloads since 2018-05-22 

cheapexample5_22_18_p1.jpeg 23.71 kb, 42 downloads since 2018-05-22 

cheapexample5_22_18_p2.jpeg 119.86 kb, 39 downloads since 2018-05-22 

cheapexample5_22_18_p3.jpeg 126.28 kb, 29 downloads since 2018-05-22 

It the it's level set: http://neverforum.com/fmpbo/viewtopic.php?id=2922
6/19/17: a bit of help needed here, plz: http://neverforum.com/fmpbo/viewtopic.php?id=2988

avatar drawn with ANVIL-1000MD (c) and scaled down with GIMP

60

Re: Beginning to Map (Also Known as KödeBreaker's Mapping Questions)

@It the it
Use png files next time please

How ya doin?