
is it possible to create an object that can be pushed along a set path?
i ment my maps are too bright when compiled without lighting, i need to fix thisxistence wrote:Lots of questions...
...Controling the 'glow' factor (if it is that what you ment): Alphamask again. The lighter the alphamask, the more glow. Logical, because only that can 'glow' that is 'visible'. In the case of Dedit, you need to 'switch on' the glow effect while configuring the texture itself, otherwise: no glow. Other engines/editors might use different 'techniques', most times they define 'material', a bit trickier to handle, as you have to deal with shader already at this point.
Don't get me wrong, and for sure i don't want to sound too precocious, but notice this: you can be sure we're always there to help, but hopefully you tried to google for some tutorials about doing some 2D stuff or how to use Paint.NET, did you? If not, this might be a start:floven1 wrote:how do i do it in paint.net?
Maybe you post a screenshot about what you mean? Are there textures visible being bright, or is everything just white and gray? So far it sounds more like a bug or wrong built map.floven1 wrote:i ment my maps are too bright when compiled without lighting, i need to fix this
so, bind the sliding object to a worldmodel and bind that worldmodel to the keyframer, then bind keys to keyframer?xistence wrote:Right out of my RAM, as a hint:
- KeyFramer
- Key
- Brush ->bindTo-> Worldmodel
use WorldModel in KeyFrameruse Keys in KeyFramer to build path. That's the way. Try it, for a more detailed answer i would need to have a look into Dedit. You should also refer the docs coming with the tools, KeyFramer are explained (poorly) there, especially about the naming convention of Keys (first Key must be <name>0, next <name>01 and all following just increasing the number: <name>02, <name>03. Otherwise it won't work)