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 Post subject: Some question about korax mod 2
PostPosted: Wed Jan 16, 2002 6:48 pm 
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I would like to ask two questions.

1) How could I make a 3d bridge in hexen environment, I am using wadauthor 1.3 . I have investigate through the hexen map, but I cannot get any idea.

2) In korax mod 2, there are shops provide, I have used wadauthor to edit the shop.wad, but I cannot find how can we do the buying thing in the map. I just find an impassable line-def before the item, and the action is player use. Can anyone tell me how to do it.

Why I ask such a question. It is because I would like to become a wadster of hexen. I have learn some skills by try and error, I also find some reference from Doom Editing Tutor on the web.

And my first goal is to use korax mod 2 to build a RPG of hexen. My final goal is to build some great map, so as to help the development of korax mod, although it may need a long time.


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 Post subject: Some question about korax mod 2
PostPosted: Thu Jan 17, 2002 4:31 am 
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1)

It is possible and there are two ways:
- Use Vavoom and use the slopes and sector over sector feature
- Use Mapspots, place them thightly and define a MD2 model for it, which looks like a cube of wood

2)

For the shops we introduced new linedefs with numbers which are not registred in the normal wadauthor. We use wadauthor for ourselfes, so we have a modified version of the hexen.wcf. I can send it to you, if you want me to.

As for helping in Korax Mod / Korax Heritage: just drop ramborc@korax-heritage.com a line about it.


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 Post subject: Some question about korax mod 2
PostPosted: Thu Jan 17, 2002 6:34 pm 
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Thank you very much, some more questions I would like to ask.

1) I found that in the Screenshots of "SCATTERED EVIL". There are some house with the top part. Is it a MD2 model? and how to do it.
(e.g. http://www.korax-heritage.com/scatteredevil/koraxs hot_020-05.jpg)

2) From another screenshot, it is view inside the window of a house. I found that the house the player present is higher than the others, I can make the same thing, but the other lower houses are just model, not a real house. (As I just build a sector with higher floor, and fill up the buttom texture with the house texture, is there any better way to do it.)
(e.g. http://www.korax-heritage.com/scatteredevil/koraxs hot_020-04.jpg)

PS: I am interested in making the wad, but I am a newbie of wad editing. I try my best to practise it. Sorry for any stupid question I ask.

I would also want the hexen.hcf, can you send it to my email. Just to the email address in my Profile is okay. Thanks.

[ January 18, 2002: Message edited by: RambOrc ]</p>


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 Post subject: Some question about korax mod 2
PostPosted: Fri Jan 18, 2002 3:49 am 
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1) Yep, that's a 3D model I can send you together with the hexen.wcf in the evening when I get home. It's real ugly, a Heretic II skinner is currently trying to make a better-looking one.

2) Your point is sadly very valid, I guess now you start to understand why we're going to switch to Vavoom ASAP (right after releasing Scattered Evil). Check these shots and you'll see all this you want will be possible for The Serpent Power.

Also, feel free to ask any Qs, no prob, we've all been newbies in the beginning... [img]images/smiles/icon_wink.gif[/img]

p.s. I edited your post only to correct the URLs so they actually show the images you meant, hope you don't mind [img]images/smiles/icon_smile.gif[/img]


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 Post subject: Some question about korax mod 2
PostPosted: Fri Jan 18, 2002 7:23 am 
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Thank you for your friendly reply.
You solve my problems, as I found the wad editing technique from the web of DOOM editing, so I find some 3d bridge and sector over sector technique there. I wonder why I cannot do the same thing inside hexen. Now I know.

Three more questions I would like to ask.

1) In your screen shot, especially the city screen shot. There are a lot of house. Is it all the house cannot go inside. All of them are just dummy square.

2) If the real house (I mean the house that can go inside) cannot add the MD2 top on it.

3) If it is able to add a NPC in the game. the NPC need not have conversation to the player. Just he/she can say some text is okay. I found that there are example that the screen will show text out. (For example in the beginning of seven portal, there is a ugly face which say something. Is it able to say predefine word by ourselves?)

(PS: I am also a VC programmer, I know client/server programming, MFC, openGL, and my FYP is a voice chat system in low bandwidth environment. So that it seems not a problem for me to edit the source code of the engine)

I will continue on wad editing in jHexen first. I hope I can finish my idea. I have decide first three levels.

First level: A city, and a cave with a boss. After kill the boss, a portal will send the player to the foggy forest.

Second level: A forest with some house, it is a foggy area. After pass through the forest, there is a cave, after the cave we will go into the third level.

Third level: dock and ship. there are a ship present, but it is occupied by monster, player should kill all the monster and control the ship, so the ship will drive the players to a new island.

These are only ideas. I have just finish about 20% of the city in first level. It include a real house and a tower. I will try to add some shop and a church there.


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 Post subject: Some question about korax mod 2
PostPosted: Fri Jan 18, 2002 1:04 pm 
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Well you ARE able to do the same thing in Hexen (by using Vavoom), just not in KMOD/2 and in Scattered Evil as they use the jHexen engine. That means if you want to experiment with such things in a map, just download the latest Vavoom version (1.11.1) from www.vavoom-engine.com and use the official Vavoom Hexen demo map as example on how to create the new things.

OTOH if you want to create maps for Scattered Evil, you'll have to stick to the old Hexen engine specs with the only extra of using MD2 models as building blocks (except for a couple of thatched roofs we've got only that wooden cube so if you need anything else you'll have to make the model yourself).

And here the numbered parts:

1) All houses that are small and have a full roof are dummies, but there are about a dozen buildings in the city you can enter. Go to http://www.korax-heritage.com/history/version_040/ and check out the city map, the numbered locations from 5 to 16 are all buildings you'll be able to enter (there is even a new building between 15 and 7 that you'll be able to enter that's not on the map).

2) Back in late 2000 / early 2001 I've been thinking for months to find a trick that looks relatively good, check out this shot in the history to see what we're using (in the Scattered Evil section, if you look closely on shots where the Town Hall is present, you can see more such 3D objects at work).

3) You'll be able to add NPCs to the game, it's not yet clear how advanced they'll be. But simply putting an NPC is easy, somewhen around February we'll have a new hexen.wcf for WadAuthor that's got such items in the lists. The "ugly face" is Korax itself BTW [img]images/smiles/icon_smile.gif[/img] and the texts are put there by ACS AFAIK, which you can use already in plain old DOS Hexen.

About programming, Scattered Evil schedule is somewhat tight and it seems we've got the programmer capacity we need, but for later projects we definitely welcome any new programmers, so if you can hold out for a couple of months yet, cool. In them meantime you could study both the latest Vavoom source code and the Korax Mod sourcecode that's up on SourceForge (and KMOD2 code will follow in a couple of weeks, after the patch is released and it's clear that there won't be more patches).

I really don't want to limit someone's fantasy when making maps, but because of certain limitations of the Scattered Evil gameplay structure and code, there will be shops only in the main city itself (and there won't be any fights in the main city). There won't be any such limitations in The Serpent Power, but that TC might come out first in 2003.

Anyway, you're free to design maps the way you like them, but if I might put a request, for Scattered Evil we need maps with "uncivilized" themes, the more wilderness the better, since 95% of all non-combat non-puzzle interaction will be in the city only (shopping, talking to non-hostile NPCs, etc.).


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 Post subject: Some question about korax mod 2
PostPosted: Fri Jan 18, 2002 6:44 pm 
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I got more and more idea now, thank you.

After I read the screenshot from the link you provided. I have one question.
From the link: (eg http://www.korax-heritage.com/history/versio n_040/koraxshot_040-07.jpg)
there are two stairs. One from bottom to that floor, one from that floor to upper floor. It seems a multilevel building. If there is any room exactly able the floor this screenshot present (room over room). Or only vavoom can do it, jHexen cannot.

[ January 18, 2002: Message edited by: AmbroseLung ]

[ January 18, 2002: Message edited by: AmbroseLung ]</p>


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 Post subject: Some question about korax mod 2
PostPosted: Sat Jan 19, 2002 2:57 am 
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You can't put 2 rooms above each other in jHexen, so there won't be any in Scattered Evil, if you strictly mean rooms above each other engine-wise. OTOH there will be several locations where it'll appear as if there'd be rooms above each other, and as you won't have automap, most ppl won't be able to determine it's not a real 3D construction.

Already DOOM supports teleporting w/o any visible effect, if you set such a teleport linedef on a corridor and at the other end make a similar corridor, it'll look like you're walking down the same corridor but in reality you're already on another one. Using this wisely you can create corridors that take you over existing rooms on lower levels (like I did with the library and the inn in the town).

Also, if you create custom building block MD2 models, you can build just one large and high sector with the outer walls of the building and make all inner floors/stairs out of MD2 building blocks. Beware though that unless you use only a couple of them, performance hit will be immense.


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 Post subject: Some question about korax mod 2
PostPosted: Sun Jan 27, 2002 5:25 am 
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Thanks for your hexen.wcf, after I tried it, I would like to ask some questions.
1) In the special functions, except buy, sell, there is a command called sitdown(), talk(), and shop(index), what is the use of it, as I tried it and no effect.
2) I would like to ask another question, how can I build an open area, (What I means is the area not bounded by wall, as I want to build a ocean as the background. I saw some doom wad can do it, how can I do it in hexen)

Thanks for your kindly reply.


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 Post subject: Some question about korax mod 2
PostPosted: Sun Jan 27, 2002 5:44 am 
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1) the only linedef from those already half-working is shop, it lets you sell things (but I think it needs a table in the source code first which says which shop buys what for how much)

2) that'll be possible in The Serpent Power, but not in Scattered Evil (Vavoom supports this feature, jHexen doesn't).


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