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Post by fraggerbuilder on Sept 6, 2021 11:32:05 GMT -5
I've already asked for some q2 mapping here and I got great solution from skilled mappers so I thought I could ask something about the Build engine of Duke Nukem 3d. I hope the skinhead of Quake 2 tolerates the flat-top dude.
I've opened _SE.map in Mapster and checked out the "conveyor" fx with a switch to start and stop it from rolling.
I've tried this effect for myself in Mapster and added a speed sprite to control its haste. Afterward this question came up.
How to start the conveyor with a graduated switch to increase/decrease the speed with the lever 1,2,3,4...?
Thank you
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Post by knightmare on Sept 6, 2021 12:38:34 GMT -5
The Build engine uses a totally different technology and concept from Quake engines, so it's unlikely you'll find anyone here who can help you with that. Unless they just happen to have made maps for Duke3D before.
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mikem
Quake 2 Mapping Club
Posts: 328
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Post by mikem on Sept 6, 2021 13:18:31 GMT -5
I have already worked with eduke32: www.moddb.com/mods/overkillI don't know of any way to change the speed of a conveyor. But the last time I worked with Build was 10 years ago.
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Post by fraggerbuilder on Sept 7, 2021 0:00:36 GMT -5
The Build engine uses a totally different technology and concept from Quake engines, so it's unlikely you'll find anyone here who can help you with that. Unless they just happen to have made maps for Duke3D before. That’s obvious that the rendering engine is different. It’s a.physical engine where all must be built up, even shadows, which come automatically’in Quake-life and later. Yet some object are similar. The sprite effectors and their tags are the entities. Many effects can now be achieved easily in one instance. As for My request I have found an example on the Duke Nukem 3d informational suite infosuite.duke4.net/index.php?page=ae_tricks_b3The multiswitch is the key.
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