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you actually need to use tags:

for wgen - the wall generator:
- first select the entity
- use the command  DT    5
- deselect it
- select the door it activates
- use the command T 5
DT in this case means Destination Tag
and T is for Tag   (and you need to use a seperate tag for what your want to activate)
you can browse all tags set on a level in menu option 8  (tag info)

linking only works for switches (like the doors on E1M1)
but tagging them like this should work
the difference is switches don't destroy the energy door - only toggle it

( for the large generator (xgen) you don't have to it automatically destroys all energy doors)

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Hey, how do I switch between skyboxes? Still haven't figured it out yet. At the same time, I wanted to try terrain deformation and I was curious to know what are the best tricks to mix two textures toghever (like when you create a floor with two ground texture or you want to put a graffiti or flyer on a surface).

I would also like to create a instadeath barrier (like when the player fall out of bonds they instantly die) for a map I'm working on, it is possible?

(1 edit)

Skyboxes:
i'm still working on this one (to let you view them in preview at least)
right now you can only set them if your map is in  the custom folder
and you have a script set up for it (an example on how to do it is    Zortch\custom\cutmap2.script  )

Mixing textures:
for posters I recommend using separate geometry and placing them near the wall

another alternative is to split the walls  (quad edit mode (M) mode 5)

you can make a terrain plane by pressing T and dragging it around (works similar to box creation)
(also quad edit modes 7 8  and 9 are designed to work with this kind of geometry)

to mix terrain textures you can set textures by vertices:
- enter quad edit mode (M)
- enter mode 2
- here you can select vertices and use Q and E to set textures on them
(note: blending textures this way doesn't work on BSP )

Instadeath:
there is no insta death in the game (or at least there used to be but I don't remember leaving in anything capable of it)

there are a few alternatives - there are ways for making ground that can hurt you:

 just leave a hole in the ground - if you fall of the map it teleports you to the start

you can place lava  (set the texture to the red lava texture - only works on ground that you can walk on - works similar way to damage in doom)

press V and draw a zone
 in mode 6 (properties)
 hold E and set the zone to be Lava or Nuke

and I don't recommend it but you can make a mover that can hurt you by:
making a box 
select it
in mode 6
set it to be Drill

it's still a bit convoluted but I guess  it's usable now:

I uploaded a new version to Patches.zip   (Build 1828)

you need to also copy over the new editor (if it says XED 3231 in the window your good)
- enter mode 7 for map info  (this is only needed to see your change)
- now if you use the command line command:
SKY  city3
- you will see the info change (Skybox:city3)
- in the preview (play command) it should use that skybox
(and you don't have to bother with the scripts later, in fact this overrides any other sky name set in script)

(skybox preview in the editor is still broken -- I spaghetti-ed myself into the corner 😔

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Appreciate the effort, hope you can fix the preview system for future updates as well.

I kinda feel bad to be the only one using this thread tho, I was hoping to see at least more people showing some of their custom maps as well. 

Btw, how many skyboxes are in the game? Having a full list might be useful to research.

(1 edit)

you can find them in the data.dat (it's just a zip file) in the sky folder:
canyon
canyon3
cave
city
city3
crater
dirt
ice
icealt
jungle
night
prison
trash
trashnight
(some of them are unused or half finished .. or not finished at all)

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Thanks! 

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Have you updated the editor to include custom skyboxes with a simpler process?

(1 edit) (+1)

I remember changing it - but I just checked and turned out there was a bug in it:
you will need the fresh new (and not yet official) Build 1926 from the Patches.zip
the process now is:
in the editor use the console command to SKYNAME to set the skybox
e.g. SKYNAME city5
then you will need a directory with that name in the custom folder
e.g.  custom/city5
(or custom/sky/city5)

(it will only be visible ingame)