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Article #77942

Re: Fun tricks with elevator effects!

#77942
From: Ed Coolidge
Date: Wed, 15 Oct 2003 05:30
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Tom Breton <tehom@REMOVEpanNOSPAMix.com> wrote in message news:<m3brskfqmr.fsf@panix.com>...

> That's very impressive!  And the Myst elevator is awesome.
> 
> But the techniques seemed pretty fragile.  I messed the maps up in
> play with only a little experimenting.  For the later maps, pressing
> the button for the same floor it's already on always confuses it.

There is nothing wrong with the techniques, but there was an oversight
in the implementation of the call buttons.  They're designed to
overcome a limitation in build, but I didn't quite get them right.  I
fixed it and posted the revised copy.  I also found a error in EX5EP1
and fixed it to.  Everything should be in working order now.

http://www33.brinkster.com/semicharm/duke3d/ELE_TRK.ZIP

> FWIW, I like to do sliding doors a little differently.  

I think my way, which is detailed in section 3.4 of the included
guide, is a little easier.  Folding the doorway is unnecessary.

> First I make the door sectors, attached to the doorway but not to each other.

The doors described in section 3.4 of the guide are not attached to
each other.

BTW, this is only done for an effect which allows the door's texture
to be aligned to the elevator sector, making it look as if they are
part of the elevator.  All of the elevator doors in the game maps look
as if they are connected to the elevator shaft, not the elevator
itself.

Please feel free to read the guide and if you still have any questions
let me know.
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From: semi_charm@yahoo.com (Ed Coolidge)
Newsgroups: alt.games.duke3d
Subject: Re: Fun tricks with elevator effects!
Date: 14 Oct 2003 22:30:48 -0700
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