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Author
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Topic: flipmap problems
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psiko Member Posts: 454 From:Rome Registered: Mar 2001
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posted 04-15-2001 02:43 PM
I need to flip a big place, made of 20 rooms! yes, you read well, 20 rooms.... this place is why I started to build this level, so it is very important to flip it: I started changing rooms in flipmap mode, and when the flipped rooms are only 4 the level works: now I have finished my level, I flipped all the rooms, and it crashes to windows before to load! I tried giving different flip number to the rooms (1-2-3-4-5) triggering to the same square, but it crashes all the same: I tried triggering to different square, the same. Then, becouse in the beginning I had problems to load it couse there where to lights, I deleted them all, but it crashes. I thought it was becouse there where too many rooms (119) or too many objects (237), so I deleted so many rooms, even important rooms just to try! I tried with 98 total rooms (20 flipped), but no good results. I tried to delete objects from my own wad done with trwest, I deleted even some lara animations, but it doesn't work, and it doesn't work even if I use an original wad... can someone tell me where I am wrong? what do I do wrong? or simply 20 flipped rooms can't be assigned to the same event in the same level? if this is so, beauty of this level will be very damaged.... please, tell all the errors which can be done with the fliproom mode, couse this is the first time I use it.... but in the beginning, with only 4 rooms it worked....------------------ | |--->> psiko <<---| | IP: Logged |
blacknile Member Posts: 103 From:Uphoria Registered: Jan 2001
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posted 04-19-2001 08:32 PM
I have had exactly the same problem with my level. The first flipmap works fine and it flips 3 rooms. Then the next one needs to flip about ten rooms. When i compile the level with both flipmaps the game crashes. But with only the first flipmap it works. My level only has 60 rooms so far so it can't be the size of the level. It must be too much to flip on one trigger. My level has to be remade now.------------------ IP: Logged |
psiko Member Posts: 454 From:Rome Registered: Mar 2001
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posted 04-19-2001 09:00 PM
don't rebuild your level: mine now it works: I had problems with my self done wad: I rebuild the wad from the very beginning changing the starting wad: now it works. Be sure to write different numbers for the flipmap room set you want to trigger: write 1 for the first set of rooms next to the [F] key and trigger for example under a switch as flipmap writing in the right box for the trigger number 1: then do the same for the second flipmap rooms set, placing the number 2 both for the flipmap rooms and the trigger: it works. If not, then you put too many textures in all your level, or too many lights, more than the game can handle: so expecially for the flipmap rooms, delete as many lights as you can. If all of this doesn't work, then probably you edited your own wad, so, do as I did: start from another one and make little changing to the wad, saving it every time it is ok: so you will arrive to a wad which does not work again: you simply have to work with the very previous wad you saved.------------------ | |--->> psiko <<---| | IP: Logged |
psiko Member Posts: 454 From:Rome Registered: Mar 2001
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posted 04-20-2001 09:28 PM
Thanx DaleR, even if I solved the problem as I said in the previous post, I want to thank you and write here the message on your email you sent to me in order all the others will find of some help your words while doing their levels with flipmap!"Greetings! I've received your files and have taken a look at your level. Here's what I've been able to determine. "First, a bit of an explanation about using "Flipmaps"... (I'm going to put this in a way that you may better understand how they work.) "Pay attention to this statement..."A flipmapped room doesn't have its own trigger." Did I get your attention? "Two things that I want you to notice. First, when you click on the [F] button to create a flipmapped room, there's a number directly to the right of the [F] button. This number assigns that flipmapped room to a set of flipmapped rooms. This number is initially the number 0. Every flipmapped room that has a "0" here, is part of this set of flipmaps. If you want two sets of flipmapped rooms, then change this number to something else for the next set of rooms. Second, select any floor square and then click on the text box to the left of the pink trigger button. In the pop-up box click the trigger box and set it to "flipmap." Notice the box to the right of the word "flipmap." It has then number 0 in it. Click OK and then click the pink button. You've now set a trigger for ALL flipmaps of the set numbered 0. "Thus, our trigger will now flip all flipmapped rooms in the set numbered 0. Thus you can flip 20 rooms with only one trigger. I hope that makes things a bit clearer."
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