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And my entry for this month's contest...

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Tets

one rude dude
I've got a factory-themed match level for you lot this time. I was up late last night brainstorming this idea. In fact, I was unable to sleep because I knew if I didn't actually draw out the floor plan I'd probably forget it.

factory01.gif

The result of using vertical texture positioning and solid invisible 3D floors to give the illusion of an actual chain link fence being there. Probably the most elaborate part of the level design. The fence texture, though it's hard to really see in this screen, is of my design.

factory02.gif

This is what's located in the structure to the right in the previous screenshot. The slime raises and lowers, and springs are located on the bottom in case you happen to fall in.

The basic level design is finished, but there are a lot of things I'd like to do if I could just figure out how. One element I would like to add is lighting similar to that of map 92 in OpenGL mode. The only problem is those lights are stupidly bright for a level like this one. Suggestions are welcome.
 
What AJ has said to me about editing lights (requires SOC editing):

Pop open dehacked.c in the code. Find the "readlight" function. You'll see
the keywords it looks for. Obviously, like a level header thing, you start
with

Light x

where x is the light # you want to modify. If you go to hw_light.c, near the
top is the list of all the lights with their default settings (hw_light.h
contains a condensed list... try searching for "SUPERSONIC_L" to find it).

typedef enum {
NOLIGHT = 0,
RINGSPARK_L,
SUPERSONIC_L,
SUPERSPARK_L,
etc.

NOLIGHT is light 0, RINGSPARK_L is light 1, etc.

Sorry, there aren't any empty light slots at this time... if you're not
using the starlit warehouse street light, you may want to modify
STREETLIGHT_L.

Type = three options here. Corona, Dynamic Light, or both at the same time.
This is a bit flag like the TypeOfLevel.

#define CORONA_SPR 0x1 // a light source which only emit a corona
#define DYNLIGHT_SPR 0x2 // a light source which is only used for dynamic
lighting

Type = 1 is Corona only, Type = 2 is dynamic only, Type = 3 is both.

OffsetX/OffsetY is the X and Y offset from the sprite's location. I'm pretty
sure that the Y offset is actually used for height. You'll have to fiddle
with them to try and position it somewhere close to the green orb part.

CoronaColor = hex value (like a webpage) of the color you want the corona to
be (if you even have it set as a corona). Do not put the hex value here,
rather convert it to decimal in Windows Calculator first.
CoronaRadius = How big is the corona?
DynamicColor = Guess.
DynamicRadius = Guess.

Now your light is modified.

But, you need to assign it to the sprite you want...

Sprite x
LightType = y

Where x is the sprite # of your object (use the SPR_ list), and LightType is
the # of the light you modified.

I have indeed messed around with assigning lights to different objects.

Additionally, this map does look really, really good. The architechture looks quite nice!
 
Hmm, sounds like more motivation to make a SOC reset function, a441. ;)
 
So... what is this "SPR_ list" and where do I find it at? I haven't heard anything about it before now.
 
I must lack the knowledge required to actually do this, because no matter how many times I've tried I can't get this damned thing to work. All I want is to modify the light object from map 92 to fit the needs of my map. I'm absolutely sure that I didn't set the "light" and "sprite" values correctly because I'm not noticing any visible change when I test it. All I need is someone to tell me exactly what they should be for what I'm trying to do.
 
If you're using the city lights from MAP92 and editing STREETLIGHT_L, you shouldn't have to change any sprites.
 
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