![]() BSP has always been something I'd associate with FPS, which is only 1 element of the game I'm making, so instead my mapping solution is going to be mainly from Static Meshes- the main reason is that BSP can't be updated dynamically at runtime, but static meshes can be.Īs you can tell this engine is really powerful and Clickteams workflows are just insanely fast. ![]() I'm avoiding BSP because its not suitable for the style of game I'm making. There's also going to be a whole stack of new examples. I've been building my own editor using some of Squatters examples, I'm intending to integrate some of the above Wolf3D functionality but ran into the Click Hijack bug, so I'm eager to get the latest patch once it hits. Originally posted by Squatter:OMG I love it! Firefly World Editor - They have their own mapping O and I totally forgot about the Firefly World Editorġ0. You can take any current game you have and easily switch it to 2.5D. BUT I did figure out how to export voxatron to. I attempted to try and use voxatron as another mapping one, but I couldnt figure out their pixel coding on the. Other Mapping techniques that I have not tried, but know you can: ![]() Also note, the techniques also add textures as well. There are plenty more, but these are the only ones I have been able to do and successfully code. Math formula (algorithim) to 3D Node position 2D Qualifier Object position to 3D Node positionĤ. 2D Active Object position to 3D Node positionģ. The above example does not use these files, that is my own mapping technique which I have found so far about 7 different ways to map.ġ. I have successfully done it with downloaded files, but trying to figure out how to create my own and stick it in firefly. O and I am currently trying to figure out how to use J.A.C.K.
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