Welcome to 3RDplayer’s BLOG
Hi, I’m Joey aka 3RDplayer formerly known as acantophis3rd, uploading and streaming and writing about video games of all kind since 2008.
I began playing games in the early 90’s and experienced my teenager years in this decade. I miss the effort and heart blood that went into the creation of games from the past and try to remind us about how great gaming in the 90’s was through this blog.
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Tag Archives: context menu
Objects such as pickups, models, lights etc. will be inserted using the Location Marker and the Context Menu. For this tutorial we will insert a light and a weapon pickup into a single room. Continue reading →
The 4 windows represent the view modes. You can change the view mode of a window by right clicking in it. This is called opening the context menu. Select the desired view from the view mode sub-menu. The Location Marker (the green lines) determine where on the x/y axis of the worldgrid you are currently at. Continue reading →
Create a new brush or apply the invisible.dtx texture to it. Apply the fence texture to the brush sides visible to the player. Set Translucent to TRUE on the brush Continue reading →
DEdit Advanced – Creating Invisible Walls In case you want to block off an area or prevent the player from getting stuck in complex geometry, you want to create an invisible wall. This section describes how I do it.
Open the Textures Tab of the Project Window. There you will find all textures used in Shogo. If a texture looks out of a place you can edit how it is applied to a surface by using the Map Texture Coordinates Window. Continue reading →
Now we define the world, add lights, a weapon pickup and the player start point. Let’s place the WorldPropertie BaseClass: Move the location marker to the room on the right and place it somewhere in the corner of the room. Right click in any View Mode to open the context menu and select Add Object. Continue reading →