8/19/2023 0 Comments Mapster32 duke3d sound referenceNOTE 3: To change how far the camera looks either up or down, change the shade value of the camera itself (by pressing the + keys on the camera sprite in 3D mode). A value of 256 will make the camera rotate 45 degrees to both the left and right of the sprite's angle. Then set the hitag value equal to the build units of angle measure. Set the camera's angle to the center of the arc in which you want it to pan. NOTE 2: To make cameras pan right and left, give them a hitag. NOTE 1: The angle of the camera sprite (its tail in 2D) is the angle that the camera will point. Give all the camera sprites that you want associated with the viewscreen created in step 1, a lotag value equal to the screen's hitag value. STEP 2: Place several sprites where you want cameras to be. You can use either sprite #502 or sprite #499. STEP 1: Place one sprite where you want the viewscreen to be. You can set this on sprites with the key combo +. The flags(hex): slot accepts valid cstat values. You can also manipulate the cstat value of sprites. You need to enter this value by typing the 4, then ENTER and another 4. The value of the smallest setting is (4, 4). Press the F8 key and use the arrow keys to navigate to the repeat slot. Hover with your mouse over the sprite to highlight it. In Mapster32 you can also enter the size of sprites in 2D mode. To accelerate the sizing function, press the KP 5 key with the KP Arrows keys. The size of a sprite can be modified in 3D mode by moving the cursor over the sprite and pressing the KP ( aka numpad ) Arrow keys (8,6,2 and 4). Sprites with the Hitscan ON have a thicker tail piece. If a sprite is to be damageable, set the Hitscan with the key on/off (in 3D mode only). The 2D mode identifies blocked sprites with a Blue-Violet colour. To make a sprite blocking or non-blocking press the key in either 2D or 3D mode. Note - A sprite placed directly to a wall, will be in the vertical mode matching the angle of the wall.Ī sprite has a block and damage toggle (Those map settings will be overwritten if those were programmed in the game) The extent of the horizontal sprite is shown in 2D mode for easy and fluent positioning of multiple sprites. When the sprite is in horizontal mode simply position yourself either on the top or bottom, point to the sprite and press. Go around the sprite, it is now visible only on one side. When the sprite is in vertical mode, point to the sprite against the direction of its tail (check in 2D and switch back to 3D) and press. The vertical and horizontal modes have the option for a subsequent one or two sided mode. To cycle through the modes point to the sprite and press the key. The default mode is: always face the player mode two: vertical and mode three: horizontal. In 2D point with your mouse and drag the sprite into position. To change the position of a sprite in 3D: point, Left-Click+Hold the mouse and press the Up/Down keys to set the elevation. Continue until you found the desired sprite then either left-click or press on the tile. Then press key and the first tile matching the name is highlighted. Tip - If you know your tile by name, press the key (in tile selection mode) and type in the full or partial name. Mapster32 switches back to 3D mode and shows the sprite in the map. Scroll with your mouse up/down and point and left-click on the desired sprite. Press again and all available tiles are displayed. Mapster32 switches to the tile selection mode, displaying all sprites present in a map. To change this sprite, or any other, switch to 3D mode, point to the sprite and press. The very first sprite of a new map will be tile 0. (If you use the original Build Editor refer to the main page and review Placing Sprites and Adding Sprites)Ī sprite is placed in a map with the key in 2D mode or 3D mode. Some may be outdated, and some may be incorrect - this page exists to get you started with the Level Editing and may not currently cover some of the additional features available in Mapster32. NOTE: Much of information on this page is from around 1999.
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