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Lonestar Dianoga
Joined: 14 Jun 2005
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Posted: Jun 14, 2005 23:48 Post subject: Object Altitude & Blur |
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How do you change and objects altitude? I have been following the Dark Forces editor guide thing and it says to change the objects altitude. I can't find the altitude slot. Can someone help me?
Also when I try to test the level with the 3D selected but no altitude it's all blurry and messes up the level when I walk into it. Will this happen with Altitude? How can I fix it?
Thanks 
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: Jun 16, 2005 13:38 Post subject: |
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The Y attribute controls an object's altitude. X and Z control it's position along the two horizontal axis.
As for your problem with testing the level I'm not quite sure... you need to provide more information and write so we can understand you. Here are some general tips:
Make sure that the starting SPIRIT's Y is greater than or equal to the sector's Y (the sector he's in), and the sector's altitude is large enough to contain the player (8 or more is usually a good number).
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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Lonestar Dianoga
Joined: 14 Jun 2005
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Posted: Jun 16, 2005 13:52 Post subject: |
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Ohh, Thanks. It is probaly just my Comp. like sometimes walls won't be there and will just be big blurs that I can't select in Wdfuse. I usually end up redoing sectors multiple times.
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: Jun 17, 2005 01:24 Post subject: |
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Ahh you mean a 3d preview thing? Are you using WEDIT, then? I have found WDFUSE easier to use... at least, I recall using WEDIT, giving up on it, later picking up WDFUSE, and being able to use that. WDFUSE has no 3d preview though, which makes texture aligning a !@#$% sometimes.
Anyways... you should try WDFUSE even if you don't end up using it. Just to see which one you like better.
And your wall could be blurred if you aren't building the sector correctly... this is much harder to do in DF than more modern engines, but one rule is that walls in the same sector should only intersect at points... they shouldn't cross over each other. This isn't something you can do accidentally, though.
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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