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Zortch

Zortch Maxinum against The Alien Brainsuckers 路 By mutantleg

Custom Maps and Editor tips

A topic by Splatpig63 created May 16, 2023 Views: 971 Replies: 73
Viewing posts 1 to 14
(3 edits) (+1)

EDIT. Adding this for the sake of clarity: this thread is open to all the newbies that are interested in trying their abilities to create custom maps with the Zortch editor (formerly known as Xed), you are more than welcome to post your doubts and works!

I'm currently trying to work on a custom map using the editor tools provived within the game. The layout and editing is quite Hammer-esque, but I'm a bit struggling to learn by just using the info text as a reference. Would be nice to have some video tutorials that can show how to use it in clarity. Has anyone else tried tinkering with it?

Would be also good to share custom maps here before we get an official Steam relase with all the community workshop benefits.

Developer(+1)

I'll try to explain as much as I can but I'm not even sure where to begin 馃
(feel free to ask away)

(+1)

Thanks for your support! As for now I hope this thread can attract other people that are figuring out the editor. 

As for the questions, I do have some:

1) When you create a box mesh, how do you separate it's surfaces so they are not connected to the rest of the other surfaces (if you want to subdived/split quads but you don't want the rest of the box to be affected by it)

2) What are the best shortcuts to make spheres, cylinder and round shapes?

3) How do you set scripts for moving meshes like doors, moving platforms or pistons?

4) How do you expand the grid subdivision to not being limited when you make? Right now it is stuck at 64x64 and it's a bit limiting.

Developer (2 edits) (+1)

1)  Seperate quad
- enter edit mesh mode (Shortcut: M)
- select the quad
- hold shift and drag it away (this makes a copy)
- delete the original
- drag it back
(not  very intuitive i'm afraid 馃様)

2) Cylinder
only cylinders are supported (spheres need trickery like importing a mesh - more on that later)
- press C to enter cylinder drawing mode  (similar to box mode)
- by default it makes you a 8 sided one   (toggle drawing a pipe in this mode by pressing X )
- press Q E   or turn mousewheel  while drawing for a more detailed one

3) Door
- select a mesh
- enter properties mode (Shortcut: 6)
- keep holding Q or E 
- select closedoor or usedoor
- stop holding Q or E
- press recmode (border will turn red)
- drag the time slider on the bottom to 60 (60 frame is 1 sec)
- enter move mode (Shortcut: 1)
- drag the door up
- exit recmode (press button again - if the border is not red you are no longer in recmode)

alternative:
- select a mesh
- enter the console (~)
- enter the command: QD 
(this will turn the selected mesh into a  regular doom-ish door that goes up)

4) Grid
SHiFT+Number
SHiFT-5  is the default (64)
goes from 1 (4x4)  to  9 (1024x1024)


(if anything is not clear let me know I'll try to explain it in more detail)

(1 edit) (+1)

That should be enough for now, thanks ;)

(+1)

What is the command to speparate props or group of meshes once you clone them? I noticed that when I try to modify their vertex or shape, the original will also be linked and affected by it, which is not what I want them to do.

I'm also curious if I can apply custom textures in the game files just for the fun of it... or even a custom skybox would be neat to work with.

Developer (1 edit)

select the entity and press
Ctrl + U
or enter the console (~) and use the command  U  (or UNIQUE)


it's a bit convoluted but you can:
you need to put it in a .png file in   the    Zortch\editor\mapskin\   folder
and then add a new entry for the   Zortch\editor\mapskin\tiledata.script
file so to the editor can see:
e.g. ADDTILE   yourfilename.png  3560  1.0  

and then for the game to see it you need to create a   Zortch\data\mapskin\   folder
and put it in there too (don't have to edit scripts in this case)


the skybox is even more complicated:  
you need to create a    Zortch\data\sky\    folder
and inside that a folder for your skybox e.g.: Zortch\data\sky\yourskyboxname
in there you need six files:

sky_up.png
sky_rt.png
sky_lt.png
sky_ft.png
sky_dn.png
sky_bk.png

you can use for reference the existing ones: the  data.dat  is just a giant zip  file

and to make it work on the level you will need a    Zortch\custom\anynameyoulike.script
file and the command need to look like this:

ADDMAP yourmapname
SETMAPSKY  yourmapname      "yourskyboxname" 

to add insult to injury it will only work if you load your map from the custom map option:
for it to work with the editor PLAY command:
edit   Zortch\data.dat\data\map\maplist.script
and replace  the last two lines  ( SETMAPSKY  preview      "canyon"  plane  )


I guess I should start on a patch to make this easier 馃

Thanks! At least I hope this can help you improve the game engine and editor even further. 

(1 edit) (+1)

Some screenshot of my map, very early wip:

Developer (1 edit) (+1)

looks great 馃憤 and exporting and lights seems to work too, nice馃憤 

(1 edit) (+1)

Lights are quite doable with a bit of tinkering and placing, and while geometry can be tricky I found it very satisfying to block out meshes for the map .  

The worst thing is applying proper textures. Some textures get completely out of size or overly stretched in certain parts, and the mouse wheel to align them correctly is quite annoying to use. I think this is one of the cases in which a more in depth Hammer style handler to displace, size and align textures correctly should be implemented. 

Developer (2 edits) (+1)

indeed that is one of the weak points
here are a few keys that might help:
(you need to be in quad edit mode (M)  3 or 4)
Numpad dirs (8 2 4 6) move texture
Numpad 5   90deg rotate
Numpad 7 9  mirror horizontal and vertical
Numpad 1  3 rotate

press [   to fix texture on a single quad  (hold Ctrl or Shift to only fix on a single side)
press =   to round textures  (useful for large quads)
P  - reset texture align to default (try to align based on world coordinates)
O - try to align based on local coordinates
I - align selected texture based on camera (not much  useful)

U - set all quads to use the currently selected texture

(1 edit) (+1)

Worked just fine till a certain point; the numb pad are not responding to the texture switching, how can I turn it back normal?

I've also accidentantly turned my map into BPS, separating the geometry from the meshes and making it impossible to keep working normally. How can I revert the process back?

Developer

you need to presss numlock (it either needs to be on for the texture commands)
also another hotkey I forgot about: + -  to scale the texture  (hold shift or ctrl to only do it on one side)

turn off bsp:
select all meshes you accidently bsp-ed
then open the console and enter the command: UNBSP
then enter the command: BSP
(or hotkey: 0)
to rebuild the bsp mesh (in this case to get rid of the preview geometry for it)

you can also select them one by one in properties mode (6) hold Q or E and select BSP OFF

(1 edit) (+1)

Just for testing light and textures,  I took photos from a real life cafeteria and tried replicating the basic architecture in the Xed engine:


 

Pretty much nailed the eerie/liminal space aesthetic, althought it crashed the engine at least three times while compiling lights. Despite the limits, I like how you can work to generate a good enough map within few hours and fill it with custom made props within the limits of the engine. With a dedicated audience, I can see modders doing absolutely bonkers stuff with it once they get the tecnical knowledge right.

As for the other map, I've restaerd  from scratch and enlarged a little bit to fit the kick-jump movement style better:



Next step will be adding enemies and working out the level logic like triggers, generator, forcefields ect... but so far I like the results. 

Developer

these look really good 馃憤

I'm interested in anything that can crash the editor (it shouldn't happen - and by the screenshots it seems you didn't go over any limits either) 馃
(if you got any map that can crash it please upload it somewhere or just send them to me: mutantleg(at)gmail.com )

(+1)

The editor only really crashed with CTRL + P to calculate lights, and that happened not many times. It might be a problem within Xed editor's light renderer than the map itself, because all the times I've played it didn't crash anything.

Developer

the preview mode (Ctrl+P) builds the whole level (geometry, optimisations, visibility zones and the lights)
so any of that can be the cause (that is why i'm interested)
ingame it just loads up the light data and doesn't need to calculate anything further (the lightmap is just an image etc)
(still it's a relief it didn't crash there so far 馃

(+1)

I wish I knew more, but so far it only crashed once in a while, so it's hard to understand what are the causes. On the other hands, I tried playing your older games ( The Lab, Mortuary Freebooter and Nekkronbox) and all of them seems to crash at the start or stutter/freeze at 1-2 fps, making them unplayable, which is something that never happened with Zortch.  Maybe it has to do with the engine optimization being older?

Developer

I suspect it's the Vsync setting, for the older ones I naively set it to be always on
but alas it works differently on every OS and GPU
(so in Zortch it's off by default and instead I hope that the triple buffering turns on in fullscreen, which is funnily enough the standard way to do it)
there are not many other differences engine wise

also recently Nekkrobox was updated , please check (sometime) if it   still persists there

(+1)

Nekkrobox works perfectly now, thanks for the update!

(+1)

I want try to generate some large map out of prefabbed rooms, and think it's too big for single level.

How about transition-hub functional like q2?

I think it's not implemented now(And I'l be happy if i just miss it), but as game with already good save functional, it's views not so hard for me.

Me be with engine evolution for next project? (I am not request this now, just curious about... Because a really large maps with backtracking is my passion. Zortch already good at this, but i want moar and bigger)

Developer(+1)

I'm afraid that is beyond the engines capabilites 馃様


you can make prefabs though:
- select a bunch of entities
- enter console command: SP  [prefab name]
- now in menu option 3 (props)
- you can add them in with a little menu (hold Q or E) 

prefabs are just little maps (.xtmap) themselves so you can edit them or add maps manually to the    quadmacro    folder

I wanted big levels too - the prison was planned to be a giant complex taking place in more than one levels
(it still is but .. well mostly in my imagination) and I was worried that E1M1 was too small and in general people will
just whizz through the game and going to be made fun of for it ..
but turns out  for most people even this little first map was an incomprehensible maze 馃

for the next engine evolution I want it to have better optimization for multi-story levels (e.g. right now the occlusion culling is 2D only)
I guess that also means larger levels 馃 but I don't have hubs planned (mostly because I don't want mandatory backtracking like the Q2 hunt for the powercubes crap - and I just don't have the resources to make a bigger game)

(+1)

So it is possible to also turn some prefabs into items? Because I did turn some custom meshes into prefabs and for some reason they don't appear in the item menu or number 3 menu.

Developer

I'm sorry I remembered wrong:
there is a seperate command  SQ    that only saves a single quadmesh as prefab and only that makes a screenshot
for the ones saved with SP   you need to  make a screen yourself and put it in the   quadmacro   folder for the editor to see
(I forgot that I used to just  do the two commands in sequence  to get around this  -- I guess the editor could also use a patch 馃

(+1)

Here we go again. 

1) I'm struggling to replicate the lens flare effect with fake light rays you created in the official maps. In yours it is something like that (this is from the campagin's scrapped maps but still): 


In my map, the effect appear to be decentered and not aligned from the actual light sources, like it follows my FOV rather than being sticked with the light sources:


Those columns thingies are supposed to cast blue light rays in the center of a structure, and wanted to know how to set them properly.

2) For a map I'm working on, there is supposed to be a key holder sort of column covered by glass that should be breaked, but once you get close to the glass you pick up the key without having to break the glass, which seems more like an hitbox problem from the key's part. 
I was also planning to set a trigger which does spawn some NPCs close to it once you break the glass and take the key, and I wanted to learn more about them and their properties


3) Tried to replicate the green reactor/generator from the main levels using the BOXMOVER entity and setting the properties to REACTOR, and this is what came out of it:


For some reason a random blue ray stretches from the mass and disappear once you stop looking at it, which is not what I wanted to achieve but does look cool regardless (might be useful for another map if I understand it better)

How do I set properly a shield generator that can be destroyed and that links to other shield walls like in the main campaign? I think this might be useful also to learn how to properly connect a button to a door or piston to move.

4) How do I change the skybox once I set the sky texture? Is there a console command to set?

5) I want to add fog, fire, sparkles or smoke effects to my level, which entity is the right one for the job? 

That's it for now.

Developer(+1)

1)  flares

create a regular light
select it
use the console command: FR 64
(FR stands for flare radius and the number you write will be its size)
you can change the sprite with the command: MT  f5
where f5 is the sprite name  (possible sprites are in the  Zortch\editor\spr9   folder)

2) key behind glass

 this is an engine limitation - it only checks if you hid the key behind energy doors
only possible solution right now is to make the container bigger so you cannot touch the keys radius
sorry about that 馃様

3) green reactors
you actually found a hidden cut feature
(it was another sort of reactor for a different room)
the green reactors you can find within the actors:

wgen is the wall generator
xgen is the large green generator




4) skybox

if you are using preview map (with play command) these await a patch for to be tested
if you using already the custom maps let me know (it might be an error if they don't work)

5)  sparks and smoke

these are also actors
you can find them in this row:

they meant to look like little arrows to show the effects direction

let me know if you need more help with any of these
for the skybox I  possibly still need to make a patch

(+1)
 this is an engine limitation - it only checks if you hid the key behind energy doors
only possible solution right now is to make the container bigger so you cannot touch the keys radius
sorry about that 馃様

Kinda expected. I assume the only solution would be to rewrite the script to set a smaller keycard hitbox radius, or at least give the opportunity for any modders who want to mess around to do it.

you actually found a hidden cut feature
(it was another sort of reactor for a different room

Really like the effect tho, and I could see it being repurposed to make another sort of shield ray particle effect that powers up a shield.

 And for the green generator, I could see useful to set a way to make custom green generators (setting lenght and the destroyed  shape) within the engine in a similar fashion in which you make doors or other moving platforms. Sizable particle effects would be cool too, if possible.

If you want to make a shield barrier and connect it to the generator, do you use the LINK command, right?  Guess I can do the same with trigger barriers linked with NPC spawns.

if you are using preview map (with play command) these await a patch for to be tested
if you using already the custom maps let me know (it might be an error if they don't work)

The skybox works fine ifI'm playing or using the map preview in the engine, its just the same one. I wanted to swap it with one of the other skys showed in the game.

Hopefully this feedback can help.

(1 edit) (+1)

Fun fact: I've manged to add a couple of custom Dall-E textures through the shortcut method, and seemingly worked. They do appear in the editor and preview mode...



...but once I run the game, they appear as a white block


Is it something to do with how the texure file have been written in the \tiledata.script ?

I've downloaded the texture pack from your games and right now I'm planning to bring back the unused Zortch custom textures, and it would be nice to have a CUSTOM or at least be able to set any custom texture under the correct tab (like if you made a metal texture, you put it under the METAl tab and so on...).

Developer(+1)

for the game only the texture name matters (as long as it find it's ok)
it might be missing from  the  Zortch/data/mapskin folder
I made a handy guide (also includes the steps you are familiar with - just a draft for a future editor manual)

(and of course I still need to fix it to make this easier - sorry for taking so long)

(+1)

Don't worry about it, take your time to work on it ;)

Something strange I've noticed tho is that my Zortch files are not in the same place as you showed them to be. This is strange, since the game running hasn't had any problem with it. This is how my files look on the main folder:

And on the editor folder:


Could this be the reason why the custom textures doesn't seem to work regardless of your guide?

Developer

yes, you need to create the  Zortch/data/mapskin  folder manually and put  a copy of the texture there for the game to see them

(+1)

It worked finally!

Developer

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)

(1 edit) (+1)

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?

Developer (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

Developer

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 馃様

(1 edit) (+1)

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.

Developer (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)

(+1)

Thanks! 

(+1)

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

(+1)

1) The skybox changes now work quite well, but I noticed that for some reason it keeps the lens effect on, even when it doesn't make sense in the context of a night sky. Which command disable it? 


2) Tried making a revolting door using the properties, the result were quite... bizzarre:



3) It is very annoying when the lights doesn't fit properly with the meshes, I waas wondering if there's a solution to this issue:


I've also noticed that in some cases the meshes doesn't even align themselves properly between each other on the grid, which becomes quite frustrating if you have to put them close toghever to avoid seeing a void zone.

6) One of the scrapped maps uses a rain effect within the BOXMOVER mesh, but when I tried to find in the editor properties there wasn't any of it, which is weird.

7) For the rocketslug enemy, when I loaded into this level, those two icons appeared right at when it spotted me or when I hit it:


Never happened in the main campaign, and it seemed like the enemy was screeching fine regardless. Maybe it's a cut sound or a preview mode error?

8) What are the commands for disabling the hud entirely?

Developer(+1)

1) I think this calls for another patch  (there is probably a  SETMAPSUN  preview   left in the maplist.script)

2) did you use the   swingdoor   for movertype?
I think these have a limitation where you can only rotate them by the yaw  (green one on the gizmo) when placing them

3) this might be because of the limited lightmap size - or the lights position
(without looking at your map I can only guess)

4.. or 5?) align to grid
you can align a selected entity to the grid by pressing [
(it might help .. or make things worse)

6) I think these was not added to the zonetypes (rain was a last minute thing)
here is how you can make one:
- press V and draw a zone
- select it and enter the following command: MT rain

7) these are only displayed in debug mode (by default in preview mode you are in debug mode)
I guess these should be patched out to not annoy people - but they don't mean anything serious

8) so far there is only a command to remove all your guns: NOGUN
I need to add a patch for this too

Developer(+1)

I added a new update to Patches.zip (Build 1831)
that addresses some of these issues
- ingame: you can toggle showing the hud with the command: HUD
- for the editor it now makes screenshots of prefabs (select entities and use the command SP
- in the editor you can access props in mode 3  (I also included some useful props that seem to have missed the release - including a working swinging door)

(+1)

What is the best way to create a light gradient, as to simulate the sunshine/ light rays effect? I saw that you use the white_light texture, but I don't understand how it turns into a gradient texture too.

Developer (2 edits) (+1)

here are the steps needed (you are probably familiar with most of them though - I'm just being verbose in case anyone new is interested)
- make any sort of quad mesh (the white_light is indeed the best choice for texture in this case)
- enter edit mode (M)

- in edit mode  mode 1  is to assign vertex colors
paint the vertices black on one end of the mesh:
- hold Q and select the color
- select the vertices
 - press U to assign the color
(or you can hold E to assign colors one by one)

- exit edit mode (M or Esc)
- enter console (~)
- enter the command: SL
(this automatically sets all the flags and the alpha needed for this)
you can tweak the opacity with the alpha command e.g.: ALPHA 0.5
the default is 0.1

 (the order doesn't matter, you can use SL and then set the vertex colors, SL just sets the flags)
also in the editor it will be rendered solid and only shows the additive blending in preview mode

(+2)

I'm somewhat getting the hang of it. I know how to bring up the list of actors and textures and can create some shapes, but unfortunately I cannot seem to spawn any of the actors like lights and ambient sounds. Could you help me with this?

Developer

sure thing:

(first of all, for anyone else who is interested or don't know how to place actors yet:
- press 1
to enter actor mode
- hold Q to show the list of actors (click on an icon to select one)

- hold E to place actors  (click on the world to place one)

you can find the lights in two places in the actors list:
from bottom the second row in the all tab


but I recommend switching to their light tab, where you can select radius and color:


after placing one you can change its radius with the R console (~) command: e.g R 3000

to change their color use menu mode 4
(works same way as placing actors, hold Q to select and E to assign)

to make an ambient sound:
- press V and draw a zone
- enter mode 6 (properties) and select ambientsound
- use the console command NAME to set the name for the sound


names of the ambient sound can be found in: data3.dat\data3\sound_dyn\
(data3.dat is just a renamed zip file)
some examples:

ambcave
ambcomp
ambgas
ambhum
engineamb
escamb
fanloop
spooky1
spooky3
turnamb
waterfall

let me know if you got any questions!
(+1)

Thank you for the help!

(1 edit) (+1)

I assume it's a similar process to add a specific music too? I also saw that there's a specific object that is supposed to change music in certain situation if you link it to a trigger.

Developer(+1)

yes it's the little monitor looking thing called 'setbgm'
you need to set the music's name with the console command NAME
e.g:  NAME nature
and you need to set up a trigger to activate it
(let me know if you nee help with that)

(1 edit) (+1)

1) I want to create an empty cylinder with two meshes, one it's the outside and the other is the insides. How do I extrude it to make this effect work? Screen for reference: 

2) I also want to weld two object/meshes toghever, so went I move them around and click them they are selected as one directly. 

3) How do I avoid doors to keep opening by getting close to them, if I have intention to only make them openable by a lever/button? And how do I bind the color keys to the specific doors?

4) How do I set a proper fog effect, if I want my map to look like a Silent Hill-style landscape?

5) More of a suggestion, but it would be cool to have an option to resize any formed mesh in  a proper way, rather than selected then for the surfaces or vertex and resize them bit by bit.

6) On the discord, one of the modders is working on a snowvy map, it would be cool to have a snowfall type effect like with rain and fog.

Developer(+1)

1) cylinder pipes
there are two ways
one is to extrude one end and scale it down and extrude again
you can extrude selected quads by pressing K or L
to scale use the console command: S
e.g. S 0.5
is scale by 50 percent

another method that is easier but results in messy geometry is using csg:
this also uses  console commands:
- make two cylinders (make sure one is in the another and they overlap)
- select the first and use the command:  OP1
- deselect it
- now select the second and use the command:  OP2
- deselect it
- use the command: SUB
now there should be a hole in the first in the shape of the second

there are also other operatiors that work the same way: SUB ADD INT
SUB  is for subtract
ADD  merges two entities
INT  is for intersect (if you make two rooms or hollow meshes you can contact them with this)
(also you can make meshes hollow with the command FLIP  )


2)  joining meshes:

- select one mesh
- press J
- click on the other mesh

3) doors:

in properties (6)
select 'usedoor' or 'keepdoor'
for triggerable either use 'trigdoor_stay' or 'pathvator_togg'

4)  fog:
one fog is the dark prisonfog
for this you need to place the actor 'spec_darkfog'
it's in the top row above the brainsucker statue
and looks like a little monitor

another fog is the sprite fog:
- make a zone with V
- in properties (6) select 'smokebox'

5) scaling:
you can use the console command S 
e.g. S 0.5
"scale" also works: e.g. SCALE  0.5
this is uniform scale, if you want to scale on an axis,
you need to give 3 parameters e.g.:
SCALE  1   0.1   1
they are in the order of X  Y  Z
and Y is up

6) snow:
there used to be a snow effect in the game
but I need to check if it's still in  馃 (possibly reimplement it )
I'll try to get it in by next update


if you need help or more details with any of these let me know!

(+1)

The SUB system so far does the better result, but would be nice if it was a simpler way and with less weird geometry to subtract meshes.

Developer(+1)

there is only a more complicated way:
using the main bsp (it re-optimises the quads - but it's meant for large areas)
anyway the steps for this:
- make a cylinder
- select it
- press numpad 1
- make another cylinder inside it
- flip it (with console command FLIP)
- press numpad 7
- now use the console command: BTOQ 0
this turns the bsp group 0 into a single quad mesh (and it should be selected now)

this can be used to make more advanced CSG stuff

also this bsp method is good for making large areas
but can get out of hand pretty quick
you can rebuild the bsp it with the ) or 0 key  (whatever you got to the right of 9)
or using the console command BSP
you can assign bsp groups with the console command BG  (e.g. BG 1)
there are about 30 groups and group 0 is the default

numpad 1 is for adding
numpad 7 is intersect
if you want to make a whole map using it I  recommend starting with an intersected room as the first one

 it's kind of like the dynamic bsp unreal uses, but only good for about 100 meshes
and there is no check if there is an error in your mesh (you need to make sure yourself)
and error in this case means a hole somewhere (use the noexport texture to add holes)
shapes can be concave - but sometimes it goes haywire - with missing triangles out of nowhere
(the groups are a work around for this )
and I recommend using the red 'noexport' texture to stick areas together

alas I usually just used the default 8 sided pipes that the editor auto generates
so making these detailed pipes is tricky

(+1)

I think I'm starting to get the gist now. I'll try do more test to see what's the best method. Talking about that, when I press B to make a box shaped mes, sometimes it comes out with an empty hole in the middle ( much like with pressing C multiple times you can have a different way to raise cylinder) but it isn't always working as well as I espected to.

Developer(+1)

yes, you can also use the mousewheel to change it
(alas I thought it would come useful for something)

anyway I made an extended tutorial for the BSP stuff:
https://imgur.com/a/6nWq71E
let me know what you think

(1 edit) (+1)

Seems very useful, I'll share it throught the discord chat. 

(+1)

By working with BPS, I've come across this sort of weird bug that is happening in my map, maybe I'm doing something wrong but part of the the meshes doesn't seem to properly disappear to make a hole:


This seems to happen with wall meshes that aren't perfectly perpendicular, although I haven't verified yet.

Developer(+1)

I'm afraid the BSP is not completely bug free - so these will happen now and then 馃様
the thing is it's a technique that was never really meant to be used dynamically and it's hard
to predict what might cause an error (something to do with floating point errors adding up as the tree grows)
my only workaround (or recommendation) is to use multiple groups when you can
(of course there might be some other cause - I cannot tell for sure without looking a the map itself)

(+1)

I tried replicating the BPS bug within a test map to see if this was something that specifically happened in sloped walls. Seems like the BPS work fine for the most part here:

The most obvious bug is  at certain moments some meshes of the BPS will outright disappear for no apparent reason:

Seems like the real problem happen in my large map, where all the meshes that are supposed to disappear just remain in the carved hole, which doesn't seem the case in other maps I've made, and I don't understand how to possibly solve this issue.


(2 edits) (+2)

I'm trying to delete a block from here, but it only deletes the blue outline no matter if I rotate it or reshape it using the quad tools. The block stays there.

EDIT: had to read a few posts earlier and found mutantleg's solution to fix the BSP problem. Now I can continue my map!

Developer

sorry for being late - glad you found a solution 馃憤

(+1)

1) What's the best option to make a door/secret panel less noticeable? Pic related, but generally could be useful to just make doors fitting more with the general lightning environment.

2) How do I make a destructible wall or object within the engine? Can you regulate the level of damage they can take in?

3)There's also this bug that happen once in a while, in which some surfaces on meshes disappear for no apparent reason during the engine rendering, even if they do appear in the editor map viewer, I can't exactly pinpoint what cause this problem tho.

4) When you disable the BPS, a copy of the previous mesh remain in the map, impossible to remove or select unless you move away the original unBPS mesh or closing and reloading the map. If this is a bug, could it be fixed?

Developer(+1)

1) hiding movers
I ended up using vertex colors myself
there are two ways:
- either set them manually in quad edit mode (they can be assigned in mode 1 vertex move)
- or select the mesh (make sure it's unique wiht Ctrl-U) and press Ctrl-B  (this should auto calculate them based on surrounding lights)


2) destructable walls
in properties select deco
(deco, decorock, decowood or decotri - they differ by what debris will look)
or explowall   (conveniently hidden under teleplay_silent)
they all refer to the same mover but explowall is preset for only explosion damage
by default a deco gets destroyed in a few shots or melee attacks
for a regular deco you can play around with the following console commands:
HP 100
sets the healthpoints to 100 in this case
ARM 100

by default a deco has 50 hp and 0 armor
an explowall is the equivalent of a decorock with 1hp and 90 armor

a bullet is about 20 dmg for mach and 10 for the shotgun - but can change if you got the powerup(8x) or play on easy(1.25x)


3) disappearing surfaces
this can happen by either the occlusion culling rejecting them
or they might be get optimised out by the editor
you can turn off optimisation for an entity:
in properties (6) in the Flags tab turn on the  noopt flag
or press ]  }      (or it's equivalent on your keyboard)


4) geometry staying
after unbsp-ing something rebuild the bsp
either use the console command: BSP
or press 0   
(if its still staying after this send me over the map because it's a bug)


if you need help with any of these let me know!

(+1)

Think I've figured out most of the problems with BPS by now, which at least it is a good sign. But at the same time, new problems arised:

1) Found a bug in which if you fly in the preview mode and you are in water, you get stuck at a certain altitude and can't even fly higher afterward, not even by dying.

2) I inserted the generator room in  my map, and found a peculiar bug, aka some patches of lights literally appears out of nowhere in random meshes. Here's some examples:



Developer

1) you mean in the game or the editor?

2) I think that is just the small lightmap resolution used in the editor preview (but I can only guess without seeing the map)

(+1)

1) When you play in gmae and the map is labeled as preview, you have automatically the ability to fly around with noclip by pressing CTRL. If you got in water, you get stuck at the base level and you can't go up afterward.

Developer(+1)

1) oh ok - sorry I thought I fixed that before

(+1)

How do I place enemies? I go into objects mode, click on the icons, but nothing happens.

Developer

you need to hold down E
then a wireframe version of them will show up
and then click to place them

Developer (2 edits)

a guide on how to export a map into the game:
https://imgur.com/a/oeEYEL1

(how to create the final lightmap and make it visible in the ingame menu)