Search found 340 matches
- Thu Sep 04, 2014 9:15 pm
- Forum: Editing (Archive)
- Topic: Making a sidedef invisible in UDMF?
- Replies: 3
- Views: 333
Re: Making a sidedef invisible in UDMF?
Got it to work, I don't know what happened before.
- Thu Sep 04, 2014 2:06 pm
- Forum: Editing (Archive)
- Topic: Making a sidedef invisible in UDMF?
- Replies: 3
- Views: 333
Re: Making a sidedef invisible in UDMF?
Yea, just like that! I wonder why mine has a visible line under the water. hrm, let me try again.
- Wed Sep 03, 2014 6:23 pm
- Forum: Editing (Archive)
- Topic: Making a sidedef invisible in UDMF?
- Replies: 3
- Views: 333
Making a sidedef invisible in UDMF?
Im creating an underwater area using sector 3d floor, the problem is that there is a visible line separating sectors with different tags which I don't want. I heard there is trouble with translucent line in UDMF but I really need a way to make a line invisible. The underwater areas are made of many ...
- Sun Aug 17, 2014 9:07 am
- Forum: Editing (Archive)
- Topic: A sloped ceiling over a submergable sector?
- Replies: 4
- Views: 398
Re: A sloped ceiling over a submergable sector?
This was much easier than I thought it would be, thanks for the help.
- Tue Aug 12, 2014 7:51 am
- Forum: Editing (Archive)
- Topic: A sloped ceiling over a submergable sector?
- Replies: 4
- Views: 398
Re: A sloped ceiling over a submergable sector?
Wow, something new is possible all the time, I thought transfer heights was the best way until reading this. Looks like one section of my map is going to have transfer heights liquid while another part uses the new method. The submergable sectors I've already made took a long time, so I think I'll ...
- Mon Aug 11, 2014 8:10 pm
- Forum: Editing (Archive)
- Topic: A sloped ceiling over a submergable sector?
- Replies: 4
- Views: 398
A sloped ceiling over a submergable sector?
Im using transfer heights to create an underwater area, but I want parts of the ceiling above the water to be sloped. I noticed when I did this, the transfer heights special made the ceiling slopes not function. I tried making the dummy sectors have a sloped ceiling as well, but this also hasn't ...
- Mon Aug 11, 2014 5:13 pm
- Forum: Editing (Archive)
- Topic: how do I create and edit an ANIMDEFS lump.
- Replies: 5
- Views: 633
Re: how do I create and edit an ANIMDEFS lump.
Thanks guys, I got the texture I wanted to warp. It looks really good
- Sun Aug 10, 2014 4:48 pm
- Forum: Editing (Archive)
- Topic: how do I create and edit an ANIMDEFS lump.
- Replies: 5
- Views: 633
Re: how do I create and edit an ANIMDEFS lump.
I scrolled through that a little, I don't see where I put the lump though, maybe I missed it? Can I just use slade 3 and make a new marker called ANIMDEFS, then edit it?
- Sun Aug 10, 2014 4:36 pm
- Forum: Editing (Archive)
- Topic: how do I create and edit an ANIMDEFS lump.
- Replies: 5
- Views: 633
how do I create and edit an ANIMDEFS lump.
I saw some examples of ANIMDEFS, but couldn't actually find how to create one. I have slade3, can I use this? Any help on where I put the lump and info on how to edit would be very helpful. What I'm wanting to do is create a texture that warps like quake style liquids. I used to do these types of ...
- Fri Jul 18, 2014 9:21 pm
- Forum: Editing (Archive)
- Topic: A script that activates only if another has been activated.
- Replies: 6
- Views: 429
Re: A script that activates only if another has been activat
Thanks for the help, the script works like I need it to.
- Fri Jul 18, 2014 7:15 pm
- Forum: Editing (Archive)
- Topic: A script that activates only if another has been activated.
- Replies: 6
- Views: 429
Re: A script that activates only if another has been activat
It's when the player walks over a line that the script is activated, but I don't want the player knowing they're triggering anything, the line will be invisible.
- Fri Jul 18, 2014 6:28 pm
- Forum: Editing (Archive)
- Topic: A script that activates only if another has been activated.
- Replies: 6
- Views: 429
Re: A script that activates only if another has been activat
Thanks, I'll try this out soon. 
Is the else line required or will it work without it? I didn't want anything to happen as an alternative.

Is the else line required or will it work without it? I didn't want anything to happen as an alternative.
- Fri Jul 18, 2014 2:18 pm
- Forum: Editing (Archive)
- Topic: A script that activates only if another has been activated.
- Replies: 6
- Views: 429
A script that activates only if another has been activated.
I want a ceiling raise effect, only if another ceiling raise has been executed first. Would it look something like this? script 111 (void) { Ceiling_RaiseByValue (22, 70, 104); } script 112 (void) {Ceiling_RaiseByValue (23, 70, 104); if script 111 (void); Terminate; } The terminate line I added ...
- Tue Jul 15, 2014 6:47 pm
- Forum: Editing (Archive)
- Topic: How do I move multiple sectors and things down?
- Replies: 4
- Views: 1505
Re: How do I move multiple sectors and things down?
I can see that being helpful too with as much designing I'm doing right now.
- Mon Jul 14, 2014 10:23 pm
- Forum: Editing (Archive)
- Topic: How do I move multiple sectors and things down?
- Replies: 4
- Views: 1505
Re: How do I move multiple sectors and things down?
This saved me a lot of time, I was in the process of doing it by selecting all the ceilings and floors in 3d mode and mouse wheeling down. But that boged down the computer moving that many surfaces in 3d mode. I figure I would have been sitting there until 1:00 doing that.