DLE-XP questions and answers
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- DBB Cadet
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- Aus-RED-5
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Couple of things to do is.Junior Pilot wrote:How would I make a robot face the opposite way from what it was originally facing (as in, turn it around) in DLE-XP?
EDIT: Better question: How do I rotate an object (like say, a robot) around a certain axis?
1) Set Object Mode
2) Click on "view" and select "Editor Tool Bar".
Now right click on the object you wish to rotate.
Depending on what "face" you have selected.
You can rotate the ship however you want using the Editor Tool Bar.
Hope this helps.
- Chaos Death Saurer
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- Chaos Death Saurer
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- Joined: Wed Aug 23, 2006 8:10 am
- Chaos Death Saurer
- DBB Ace
- Posts: 97
- Joined: Wed Aug 23, 2006 8:10 am
Create a new level with DLE-XP. Save and reload that level. When reloading it, DLE-XP's hog manager is opened. Use it to delete the rdl file from the hogfile and to import your rdl file into the hog file.reetus wrote:How do I convert an rdl to a hog?
Use yahoma and build a new hog from the rdl?
They are rdl's exported from a mission I made.
Use DLE-XP's mission editor to correct mission and rdl file names that are stored in the hog file.
Is there anywhere I can get a manual or readme about the features of dle xp. I really like some or the stuff you guys do with your levels, but have no clue how to do certain things like import d3 textures, glass walls, cameras(custom robots,weapons...the list is long) and stuff like that.
and on another note...
THANK YOU WHOEVER MADE THE LIGHTING FEATURE IN DLE XP!!! You have no idea how hard it was for me to light my levels with the original d2 level editor.
and on another note...
THANK YOU WHOEVER MADE THE LIGHTING FEATURE IN DLE XP!!! You have no idea how hard it was for me to light my levels with the original d2 level editor.
The BP Pilot.
Bryan Aamot made it, and I fixed and enhanced it.
You can find some DLE-XP specific stuff in my Descent 2 site's DLE-XP area, and some level editing basics here.
You can also ask questions about how to do something particular in the DLE-XP Q&A thread.
You can find some DLE-XP specific stuff in my Descent 2 site's DLE-XP area, and some level editing basics here.
You can also ask questions about how to do something particular in the DLE-XP Q&A thread.
Can you explain the Advanced Object Data editor?
----------------------------------------------------
Warning: For expert users only - use at your own risk!
mass: 262144
drag: 2162
brakes: 0
turn roll: 0
flags: 75
size: 310325
shield: 6553600
XYZ
velocity:
thrust:
rotation velocity:
rotation thrust:
model/clip: 43
frame: --
frame no.: --
----------------------------------------------------
These items were for the player ship.
How does 6553600 translate into 100 shields?
----------------------------------------------------
Warning: For expert users only - use at your own risk!
mass: 262144
drag: 2162
brakes: 0
turn roll: 0
flags: 75
size: 310325
shield: 6553600
XYZ
velocity:
thrust:
rotation velocity:
rotation thrust:
model/clip: 43
frame: --
frame no.: --
----------------------------------------------------
These items were for the player ship.
How does 6553600 translate into 100 shields?
It's because there is some funny conversion (or more accurately lack thereof in this case) going on. Descent supports fractional shield values, but it internally stores them as whole numbers; to make this work, the number you generally see in the editor or in game simply takes that internal value and divides it by 65536. (This of course means that shields are counted in graduations of 1/65536.)
What you're seeing there is the raw, unconverted, number. 100 * 65536 = 6553600. I think the other numbers there - mass, drag, size etc - follow the same principle.
(In case you're interested, the reason it's 65536 is because that gives 16 bits for the \"whole\" part and 16 bits for the \"decimal\" part.)
What you're seeing there is the raw, unconverted, number. 100 * 65536 = 6553600. I think the other numbers there - mass, drag, size etc - follow the same principle.
(In case you're interested, the reason it's 65536 is because that gives 16 bits for the \"whole\" part and 16 bits for the \"decimal\" part.)
What Exactly are you looking for? Alertations to bot AI via a map builder (be it DMB2 or DLE-XP) is rudimentary at best. You can alter bot AI, but it requires a bit of work using 3rd party programs. Check the D2 section on http://www.planetdescent.com for tools.
Within the mission builders, you are given a list of basic commands iirc.
Within the mission builders, you are given a list of basic commands iirc.
if you list them, I'll try to give you a rundown as best as my old memeory can do.
Each bot has it's own AI behavior. These commands override that (of course).
Normal, is of course, the bot's regular AI.
Still, makes the bot stay in one spot. If you shoot at it, it will do its best to stay in that one spot while returning fire.
Get behind, I THINK causes the bot to take a defensive posture before returning aggressions if at all. They will actively dodge to the side or behind a wall if available. .. Like I said, I think.
The best way to get a feel for what each AI does, is to make a quick and dirty test level (couple of big rooms and obstacles) and throw bots with various AI in. .. make not of each bot, where they are and what AI is assigned to each of them.
It's not quick like getting an answer here, but it WILL give you a clear idea of how the bots will react and if that's what you really want or not.
Each bot has it's own AI behavior. These commands override that (of course).
Normal, is of course, the bot's regular AI.
Still, makes the bot stay in one spot. If you shoot at it, it will do its best to stay in that one spot while returning fire.
Get behind, I THINK causes the bot to take a defensive posture before returning aggressions if at all. They will actively dodge to the side or behind a wall if available. .. Like I said, I think.
The best way to get a feel for what each AI does, is to make a quick and dirty test level (couple of big rooms and obstacles) and throw bots with various AI in. .. make not of each bot, where they are and what AI is assigned to each of them.
It's not quick like getting an answer here, but it WILL give you a clear idea of how the bots will react and if that's what you really want or not.
- Xfing
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A question from me. How do I make monitor textures shatter when I shoot or flare them? Is there some prerequisite in the settings? I have two monitors on two oposite sides of a cube, and one will always shatter when I shoot it, the other never will. What's the big deal?
Descent 1,5: Level layouts done: 52/54 Secret level layouts done: 1/6