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Sonic The hedgehog Revitilized

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Ok here is are some current photos. I put a Palmtree Sprite where the Berry bush sprite is. But nothing happens, Am I supposed to make a cfg file for it. Working on the fake floors right now.
S1R.PNG


S1R2.PNG
 
Sprite replacements only load if you use the -file parameter (or add the wad in the launcher). addfile won't cut it.

Your second image is broken.
 
I like the way it looks so far :D
Are you planning on releasing GHZ any time soon?
 
Looks quite nice. Make sure you put in multiple paths, detours, and secrets to keep it interesting!
 
Yeah... But that stupid waterfall thing is still buggin me >.< Ah well, it can't be helped I guess. GHZ sucks, especially in 3D. :? You're going a good job, though.
 
By the way, I think I may have been wrong about the fake floors. If you figure out a way to actually do it let me know.

If not, you can still get a speed increase if you use FOFs on the outer edges of the platforms only, so the player, rings, enemies, etc. are not usually standing on FOFs.
 
Hey a441, how about using an FOF that's intangable and sides-only and using fake floors to make the floor go up to... No, that wouldn't work... I think... You know what I'm talking about? :roll:
 
Yeah, but if you have to use an FOF, it doesn't speed anything up.

Even if the fake floor trick you suggest would work.
 
The alignment thing would've worked if you were to put all the grass textures a unit from the walls, but that's stupid and would be annoyingly hard to get right...
 
How about an FOF that only changes the textures of already-existing walls/flats that it comes in contact with? Or does that already exist?
 
You can avoid the problem by doing the trick from THZ2. You'll need a texture with the grass, a texture without the grass, and a floor texture of the rock tiles. What you do is you make a 1 fracunit wide sector on the edge of the platform. What that sector is for is for splitting up the textures, by having there be two linedefs. One can have the upper texture, and one can have the bottom one. The downside, of course, is that you can actually stand on the edge of that sector.

You can see this trick done in Techno Hill 2 to make the conveyor belt texture not double up, instead having part conveyor belt texture and part metal wall. You can notice it being done by getting the Liquid Shield and hugging the edge of the conveyor when jumping into the slime. You won't sink all the way in, because you'll land on the 1 fracunit sector to split the texture up.

Admitably, it's not very elegant, but it is a workaround that does work without killing the framerate as badly as using an FOF on the entire stage.
 
Believe it or not, I constructed a GHZ map in SRB2 that is a copy of the SA2 GHZ level.

Maybe I'll finish it... someday... What do you think O_MAP45M is there for, anyway? ;)
 
Yes...that thing was damned cool, but framerate hell, because back then I was still on the ol' PII266.
 
The problem with that trick is you can stand on the 1 fracunit wide floor, which looks like it might be a real problem in akirahedgehog's level, letting you get to places you shouldn't be able to go. You can make that floor a conveyor belt, but then you have the conveyor belt slowing things down.

That's why I recommend simply using an FOF around the outside. If the rings, enemies, and players are not above the FOF most of the time, it won't be a problem.
 
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