Posted by Lar Van Der Jagt on April 20, 1998 at 19:02:55:
In Reply to: Backwards Editing. posted by Mangore Kiramin on April 20, 1998 at 18:37:54:
Hmmm....Kinda makes sense. You have to think about it for a while tho
: : : Hey, me once again. I have started some texturing on my first MP level with JED 5 (first level ever actually), and stubbled across a very strange phenomenon. I went to use the texture used in Canyon Oasis's floors (cant remeber the exact name), and it came out as pinkish no matter what cmp I used! In JED 3 the sariss cmp loaded up the correct texture, but not in JED 5. Anybody else have the same thing happen to them? Oh, and just out of curiosity, when you are making ramps as discribed in the tutorial section, why is it that when you delet the ramp sector it still shows up? I know you have to delete it so that you dont have a sector within a sector, but how do you still see it?
: : 1. Jed 5 handles colormaps differently - basically you set a default GLOBAL colormap by going to the tools menu and going to level header editor - that should solve your problem.
: : 2. The reason the ramp shows up is a little hard to explain. There IS a sector there, until you delete it, so when you delete it, there is no longer a sector there. So, when you look at the ramp in the level, you are actually looking at the insides of multiple sectors that are surrounding the area the ramp sector used to be. Does that make sense? It's the same concept that is used for creating bldgs outdoors.
: : Brian
:
: to add something about the CMPs
: you need to set the CMP in the level header... AND have the CMP in each sector set the same. If not, then you will get some bizzare color effects. Right when you start out it is good to have ALL your sectors have the colormap you want, and when ever you extend or copy a sector the CMP will be right.
: and about that ramp deal... hahahha
: well, that is one of the wierd things about level editing that takes some time getting used to. It's kind of backwards.
: Anyway... let me explain it like this. When you edit, the level starts out as an infinity of solid ground. The sectors are pockets of space. Anywhere you do not have a sector, is solid. So buidlings, walls, floors and all that are simply a LACK of space. does that make sense.... instead of creating walls like you do in real life, you cut space out of solid material. So your ramp is solid, so it is a place WITHOUT a sector in the midst of a bunch of sectors (empty space).
: -- Mangore Kiramin