I have been trying to make lava rise and fall in UZB but to no luck, the rising fof makes the whole thing dissapear and water doesnt have anything for rising or sinking fof's
Already thanks for helping! im relatively new to UZB so all help is greatly appreciated
right now i wanna have both a color map that affects the whole map so that the map looks like its at sunset, but the water gets affected too, even when i give it a seperate colortag, is there anyway to fix that?
This is how it looks like when the player is underwater
Note: this island is NOT the same island as sonic 2's west island :dramahog:
Hey, i have been working on this for a LONG long while (Progress has been slow since my workflow is wierd and i also restarted most of the levels completely 💔)
BUT! after summer break and a few weeks of not doing...
i have looked around but linedef 540 isnt anywhere in uzb...
maybe im looking at the wrong places (probably because im super used to normal zb)
any pointers are insanely welcome, thanks
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Btw! you dont have to react anymore, i wasnt looking in the correct areas but i have found it! :)
Sorry if the title is a bit unclear but what i mean is if i make a binary map and a UDMF map, can i make it that both maps can work together, so if the player beats the binary map that it can load into the UDMF map with no problem.
When i try to make a animation between 2 different sprites it gives me this, and i dont know why.
The animdefs text file's code is listed below.
Texture SKY161 Range SKY175 Tics 25
Texture COGANIM1 Range COGANIM2 Tics 30
this is everything in the text file.
Any help...
I have been trying to figure it out but my smooth caveman brain cant figure it out...
i dont even want it to be one of the grabbable thingies i want it to be a swinging mace...
any help is appreciated!! :) (i really need it...)
thanks for reading already though!!
I want to make my own custom special stages, wich arent based on nights into dreams, but i dont know where to start. Does anybody know the basics?
Much thanks already!
I am trying to test unlockable maps but when i try to open the map it says that it cannot find "Map00" even though the map slot i took was Map45, i wrote a MainCfg and a unlockable thingymajig for the level wich i will place below.
Unlockable 3
Name = Custom map test zone
Objective = Get 3...
i have been scratching my head about this because the GameData parameter does not work for my mod for whatever reason, when i put it in it gets classified as a wrong line of SOC in my MainCfg, from what i have seen all i have to do is what the screenshot shows, poking around in srb2 and other...
Hey, so i have half finished my first act for a level pack that im making, but i wanted to test to see if it worked, but when i loaded the mod and started it up, GFZ1 loaded instead of the mod's level. i have added the images of the PK3 file below.
i dont really know how to explain but this polyobject is setup like the other polyobjects in my level (wich work fine) yet it does this ingame, is there anyway to fix it?
the way the tagging system works in uzb is kinda wierd (atleast for me it is) lets say i make a fof wich i tag to one, and i tag the sector i want the fof to appear in to one aswell, it wont show up in the sector, but if i tag the sector to zero, then the fof DOES show up.
its new for me since...
i really like her personally, i may even be getting a plush for her on my birthday but im noo 100% sure about that lmao.
anyway i really like her design and her character, its interesting to read about and her backstory is also one that has me interested in it.
I have tried to make a conveyorbelt fof but it only scrolls the tagged sectors floor/ceiling and not the fof' ceiling/floor, i tried tagging to the control sector aswell but that didnt do anything
does it have a fix or is it not possible?
Hey, so when i try to make a FOF stretch out endlessly with the horizon effect (like in dsz) it wont work, atleast not in opengl, in software it does work normally however.
how can i fix this?
i have the polyobject fully set up, but when it moves it randomly stretches the sides, wich i dont want. how do i make it a platform? like as in GFZ2 on the upper path for sonic.
(by the way flag repeat midtexture is not checked, only flag double sided)
1713698039
nevermind, i have found out...
I am making a level pack and in one of the levels it has waterfalls, since i want fancy sloped waterfalls i use sloped fof's but when i add a color map it adds a giant noticable part of the color map under the sector, wich looks ugly. is there a way to fix this? or do i have to remove the colormap?
Hey, so i am making a map pack for srb2 and in it is a underwater level, i want to add the mines from DSZ but when i put them in the map they stay up too high in the air
how can i fix this? the mine's height is 0 by the way.
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