04/29/99 23:30 EST - 2 new tutorials and an example map Update by Eutectic
  • We have a new contribution!


  • Yeah, that's right! Not one but two new tutorials today but the best of them isn't from me. BlindTypist knocked my socks right off when he sent me this new tutorial: Doors - Part I which is a truly excellent piece of work by any standards! Perfect, clever graphics and clear, easy to read step-by-step instructions. What more could I ask for? Praise the man!

    I'm afraid that mine pales by comparison especially since it's not really a tutorial but more a reference guide: it's a complete list of the key-mouse combinations and keyboard shortcuts for all the editing functions in SinEd. It's serves the same purpose as the SinEd help file that's included with the toolset except that:

  • This one's complete and divided in specific sections. If you're looking for texturing key-mouse functions, you won't find them in the "Camera button assignments". Everything's in it's proper place.


  • All the functions include clear detailed descriptions. None of this "Sticky Dragging Face" nonsense to describe the "Select brush face" function.


  • All the key-mouse combinations are written in English. Explanation: you read and write English from left to right. "LEFTBUTTON & SHIFT" is like Arabic: from right to left (and confusing to non-Arabic speaking people). Translation: "SHIFT-LeftCLICK", now that's English. My apologies to all the South paws who place their mouse on the left side of the keyboard ;p


  • It's godammed 10 pages long instead of 2 1/3 so print it out will ya? If you're really intent on learning it by heart, I suggest bringing the printout with 'ya on for a long session on the 'ol potty with a nice hot coffee for "moral encouragement" and a full pack of Camels for pollution control :)


  • Well that's quite enough rant for one news update wouldn't you say?...

    I also made a small example map showing the use of the fx_fire entity to control the lightstyle of light-emitting brush faces. SinEd Tutorials and Files section for the good stuff.
     

    04/24/99 22:21 EST - Example map : func_scriptdoor Update by Eutectic
  • CTF player entities added to cpp


  • I made an example map and script of a door similar to the ones in the Sin levels: Sewer and Underwater Pass. You can download it here or from the Files section.

    Also, thanks to Tatuone who pointed out that I had forgotten to include the CTF team player start entities in the SiN entity definition files. It's now at V1.2. Download the updated archive here or from the Tools section.
     

    04/24/99 02:43 EST - WOS entity definition file Update by Eutectic
  • And that's all folks


  • You can download the updated archive here or from the Tools section.

    Before I forget, MANY thanks to GeneralWarT and Elmagoo from 2015 for so patiently answering my all my questions and dealing with my quick temper. Hey! I even got a free cigar from GWT... So what more could I ask for? ;)
     

    04/23/99 01:02 EST - SiN entity definition file update Update by Eutectic
  • Already?


  • Just a small correction to the func_camera and func_securitycamera entities. I dunno how this one got by me but I put "angle" as a working key for those 2 and it doesn't work. You must use "angles" instead. Only the .cpp file and camera.def were changed.

    You can download the updated archive here or from the Tools section.
     

    04/21/99 23:25 EST - SiN entity definition file Update by Eutectic
  • It's done


  • Whenever I get my hands on a new game, I can't help but to wonder: how does this entity work?... how come I set this key and nothing happens?... Or you'll set a key that's not listed in the info and find that it works after all and think: geez! How many more of those that weren't listed here work with this entity?... And how many more entities in the set have missing information like this?... A lot probably?...

    Well call me obsessed if you want but not knowing for sure drives me nuts. So I decided to rectify this situation and sort it all out by testing those suckers one by one and trying just about everything I could think of and this is the result. A brand new shiny, accurate entity definition file plus 7 updated .def files for good measure :)

    To give you an idea, the .cpp file went from about 1100 lines to 1575 lines (word wrap on). The file size went from 53K to 100K. And since it's a text file, I even give you permission to read it in your spare time between making mods ;)

    So I strongly recommend you throw your old full.cpp out the window and use this one instead. And this goes for newbies and veteran map designers alike... Download it from here or from the Tools section.
     

    04/16/99 19:58 EST - SinEd toolset source code Update by Eutectic
  • Major oops!


  • Yes, the SinEd tool suite source code is indeed available. MarkD sent me this back in December along with the SinEd toolset but somehow, with the rush and excitement, it fell through the cracks and I totally forgot to distribute them. I'm terribly sorry about this and apologize to all the people who waited for them so long. I was totally unaware of this and somehow didn't even have a copy of the archive on my hard disk anymore. It's now available from the Tools section.

    Now if you want to kill me, I understand, just make it quick and painless please? ;)
     

    04/12/99 00:52 EST - 2015 releases a WOS map file Update by Eutectic
  • Elmagoo does it again!


  • Ask and ye shall receive...

    Talk about coolness! Elmagoo, after negotiating on our behalf with the rest of the 2015 team and the guys at Ritual Entertainment, has sent me the original map file + script of the WOS episode "Mutation Facility" to distribute to the rest of the world. It's jam-packed with examples of lots of the cool stuff you can do in Sin: doors, elevators, scripted actor sequences, in-game cinematics and much much more. It's the ideal learning tool for all of you map designers who would like to find out how to make these things for your own maps.

    So go ahead and download it from the files section. Don't forget to read the readme file for important info on how to modify the map file so it will read the included custom surface file properly. Also, please remember that this map was graciously provided to us by 2015 for educational purposes and that it remains their intellectual property. IOW, don't just swap a few things around and post it on the net as your own creation... or I'll have Bruno come down there and tap dance on your ass :)
     

    04/07/99 12:26 EST - Consoles tutorial Part II addendum Update by Eutectic
  • What was I thinking?


  • Sorry about this guys. Earlier today, it dawned on me that I had forgotten to include an important detail about how to set up that fixed view you get in Sin when you use a console.

    I fixed that just now so for those of you who are interested in making consoles, I suggest you take a look at the update. I think it's an important detail. Just scroll to section 4 at the bottom of the page: The finishing touch.
     

    04/04/99 00:59 EST - Consoles tutorial Part II Update by Eutectic
  • Make them interactive


  • Whew! It's done.

    Part III won't be right away though. I'm going to take a little breather here. You got basically all the info and examples you need to make workable consoles for most of your mapping needs in there anyway. Hope you find it useful.
     

    04/02/99 00:59 EST - Elevators tutorial by Chronos Update by Eutectic
  • The Node gets its first contribution!


  • It's a great day indeed. To be honest, I never thought this would happen in a 100 years but The Node just got it's first external contribution of the best possible kind: a cool step-by-step tutorial on how to make a basic elevator in SinEd by Chronos with a script written by Tatuone. Check it out!

    Guys, thanks you SO MUCH! You just made my day :)

    As for those of you who are waiting for the second part of the consoles tutorial, don't worry. It's on schedule and within budget, well... the revised schedule that is :)