DF-21 Forums Forum Index DF-21 Forums
The Dark Forces Community
 
DF-21.net Home | FAQ | Search | Memberlist  | Register 
Profile | Log in to check your private messages | Log in

Yet Another WDFUSE Question...

 
Post new topic   Reply to topic    DF-21 Forums Forum Index -> Dark Forces Levels & Editing
View previous topic :: View next topic  
Author Message
Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 15, 2008 05:51    Post subject: Yet Another WDFUSE Question... View user's profile Send private message Send e-mail Reply with quote

Last one I swear!! I have to ask this because it's just driving me nuts.

Is there a way to make it so WDFUSE always has a default texture offset of 0? I'll do some stuff to a wall and come back to it later only to find it has a new offset at some bizarre number.

So yeah. Any way to make sure it doesn't alter the offsets?

Oh yeah, and is there another way to create new sectors without having to create a new polygon or extrude a wall? Same with objects. I can't seem to create new objects without having to copy them from another source.

I have to say, this is getting awfully tedious Sad

_________________
I don't think outside the box... I customize it.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Jun 15, 2008 06:00    Post subject: View user's profile Send private message Reply with quote

To be honest, I never created new objects on their own; I always copy-pasted from elsewhere. Ditto for sectors; if I didn't want to extrude, I copy-pasted another sector.

As far as the texture offsets go... I'd actually have to open up WDFUSE again to check. Embarassed

_________________
Wake up, George Lucas... The Matrix has you..

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jun 15, 2008 18:16    Post subject: View user's profile Send private message Reply with quote

Hmmm . . . no idea about the offsets . . . I use WDFUSE's stitching function whenever I'm done with the sector, but I don't usually mess with the offsets before that.

As for the sectors . . . while in sector mode, press K, then change the bottom option from "subsector" to "new sector", change the size and # of walls, and press create.
I don't usually do it that way though, I make a small square sector with the same ceiling and floor heights and textures of whatever area I'm working on and just copy it whenever I need it. That way I don't have to change anything except for the vertex positions to get a new sector that matches the others near it.

By the way, try pressing F9, it'll show you all the useful tools for perfecting your level - polygons, stitching, flipping, rotating, scaling, blah blah blah. Mostly sector mode tools, I think . . .

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 15, 2008 18:23    Post subject: View user's profile Send private message Send e-mail Reply with quote

Yeah, that was what I was trying to avoid having to do. With Dark Forge, all you had to do was click any part of the grid to make a vertice and click another part to create a wall. The only bummer was if you didn't complete a polygon it would screw everything up.

_________________
I don't think outside the box... I customize it.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Jun 17, 2008 15:50    Post subject: View user's profile Send private message Send e-mail Reply with quote

I imagine when you resize or move a wall WDFUSE adjusts the texture offset to try and make sure the texture is aligned how you set it before. Best thing to do is to get your architecture in place before tweaking textures.

_________________
http://www.mzzt.net/ | I am a respectable admin with a respectable sig.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jun 17, 2008 20:10    Post subject: View user's profile Send private message Reply with quote

The_Mega_ZZTer wrote:
I imagine when you resize or move a wall WDFUSE adjusts the texture offset to try and make sure the texture is aligned how you set it before. Best thing to do is to get your architecture in place before tweaking textures.


No, I think that's one thing it doesn't do, which probably causes a lot of the screwy offsets . . .
I agree with the last part, that's what I usually do. It helps me avoid some of the texture offset problems . . . I usually finish up the architecture of one large section of the level before doing any stitching on it. I also try to avoid using the Super Stitching function in WDFUSE . . . it's too automatic for me, I'd rather have more control over what I'm doing with the textures.

Display posts from previous:   
Post new topic   Reply to topic    DF-21 Forums Forum Index -> Dark Forces Levels & Editing All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group