Ever fancied rampaging down a Japanese city street in your own four-story high suit of molten-metal Armor? In Shogo: MAD, you can choose from four ultra powerful transforming Mobile Combat Armor suits, each with its own advantages and strengths. Find tons of powerups and enhancements to improve your MCA's performance. With separate arsenals for both MCA and on-foot modes, you can wield over 20 incredibly powerful weapons. Then battle more than 20 enemies who want to survive as badly as you do. State-based AI and custom scripting force you to think before you act. Fortunately, you will have some help from your friends. Allied AIs may back you up or require your protection in certain missions. Featuring a gripping story, characters you will grow to love or hate, and goal-oriented level design pull you into the experience, Shogo presents you with a truly classic, cinematic experience.

Post tutorial Report RSS Doors and Volume brushes

A collection of tutorials for Doors and Volume brushes for things like water

Posted by on - Basic Mapping/Technical

Originally posted here: Planetshogo.com

Created by: Chris Hedberg

Mirrored here for archival purposes. Note the link for the example in this tutorial does work so I suggest downloading it.

Doors
(Or, How To Get In)

by Chris Hedberg

Making a door is simple, although not as simple as in Quake. The principle is pretty much the same as in Quake, and it's the same idea as when you make WorldModels, volume brushes or windows in Shogo. You just bind brushes to a different object and set different properties.

1) Open or make a standard "Empty Room" map.

2) Add a brush that you'll use for your door. A good size is 128x128 and 16-32 units thick.

3) Select your door brush and right-click on it. Select Bind To.

4) From the list of objects, select "Door" (There are subtypes, but let's keep it simple, 'kay?). Now you've got your brush bound to a Door object, so it'll behave as a door. Now to set the door's behavior.

5) In the Node View tab, select the Door object and the brush below it on the tree. Switch to the Properties tab.

6) There are a lot of properties you can set here. Important ones are:
StateFlags If you don't set this guy to 1, the player walking up to it can't trigger it. You'll want to set that bad boy.
Speed Well, duh. :)
MoveDist Decides how far the door moves in whatever direction it goes. I recommend having your door move so that about 4-8 units of door sticks out from wherever the door's moving to, otherwise you get a nasty Z-buffering bug. Experiment.
MoveDir Decides which way the door moves in the X, Y, and Z directions. A 1 in any means move forward on that axis, a -1 means to move backwards.
ClosingSpeed Determines how fast the door closes once it decides to close.
The rest of the properties are optional. Look 'em up in the Shogo object model for details on how they work.

7) Compile and run! You should now have a working door.

A sample .ed and .dat file which illustrate the principles explained in this tutorial can be found here.

Originally posted here: Planetshogo.com

Created by: Chuck

Mirrored here for archival purposes.

Howdy, boys and girls. I'm gonna teach you how to use "volumebrushes". But first, a personal experience. I first started using Dedit not long ago, and I found it very easy to use. I read all the tutorials here on Planetshogo, and even made copies of them for myself. Just one problem. a lot of the finer details were left out. The tutorials only covered the basic brush and object editing, and a few little tricky things. the one thing I couldn't find was how to make water. For the beginners out there, we all know how annoying it is when there's one thing everyone except you knows how to do. So here we go.

In Shogo (and the other games that use lithtec 1) water is a volumebrush. Think about that word. Volume - Brush. The key point to understanding this is the brush part. What's a brush? A shape in Shogo (E.G. walls, pipes, stairs, bla, bla, bla). So say you want to make a pool of water that fills a box. First you would make the box, then you would make a brush (you can do this by using "add box primitive", or just draw it and make it thick enough to accomodate the space it must fill), and then you select it in node view, and stretch it and make it fill the box (remember that a brush doesn't have to be flat).

So now you've got this box, with a big block in it. You have to select the big block, right click, and select "bind to object". Then expand the tree and go way down to volumebrush, expand that, and click on one of the types of water (there's also lava, Kato, etc.). So now when you run your level you'll have a box, with water in it. Kool.

Well, there's more to volumebrushes than that (and I just learned this yesterday, so I don't even know it all). If you selected water or lava or something, then that's what you'll get. But what the hell is wind, and "endless fall"? Well, like I said there's more to it. Remember that Shogo level where ya jump in the big hole, and ya get blown right back out? Well, that's what wind is. Ya make a big round brush, then bind it to a wind, and in the properties, set the strength of it (it's called "current"). You'll get a box that has three numbers you have to set. The numbers are: (from top to bottom) x, y, z. Y is up and down, and x and z are the two across directions. The numbers you put in should be around ten thousand if you want Sanjuro to actually move. Just experiment for a while ad you'll get the hang of it.

Note: You can also use that "current" property in water to make it like a river. Kool.

Endless fall? I dunno. But my guess is that if you land on an endless fall brush, you die. Like in that level where you have to do a "favor" for Rio Ishikawa.

Well, that's it for now, maybe when I figure out how to use triggers, I'll write another tutorial on that. Hope you all have fun with pools of water and gusts of wind.

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