Dungeon Builder for Heretic II
Tips & Tricks
Common pitfalls when making tilesTwinEd does not rotate entities that have no "angle" key. Heretic II default value for angle is 0, in that case you must force HereticEd to generate "angle" "0" if you do want TwinEd to rotate it. Some entities like statues do not exactly flip. Their angle and origin are rotated and flipped right inside the tile. However: Flip X or flip Y cannot be applied the statue itself. TwinEd does not create a mirrored statue.
Working with texturesWith HereticEd, each face of a brush can have it's own texture and parameter values specifying: shift and stretch. The easiest is to apply the same texture with the same parameters to all faces. Here you select the brush, then use the texture window. It is not easy to texture individually a brush face. The only way to select a face is: In the camera window CNTRL+SHIFT+mouse left click. Then the texture window does not show the texture values of the selected face. The only way I found is: click twice on a up/down control to force the texture window to update its values. In the texture window you can "lock" a texture on a face. This flag is used internally by HereticEd. While it is locked a texture does not slip when you drag the brush ( It moves following the brush ). This flag is not outputted to the map file, TwinEd cannot guess. To tell TwinEd about locking: You can lock the Horizontal shift, the Vertical shift, or both. A zero value tells TwinEd to not lock, while a non zero value tells to lock. Since texturing is periodic, use the texture size to lock on zero. To lock or not to lock: Texturing a door calls for Horizontal an Vertical locking. Texturing things that span on several blocks like walls, calls for no lock. Texturing a ornated horizontal stripe spanning on several blocks calls for a Vertical only locking. |