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Article #78642

Re: Transparent walls?

#78642
From: Tom Breton
Date: Sat, 08 Apr 2006 18:22
46 lines
2230 bytes
In article <4437a053$1$10678$9b536df3@news.fv.fi>,
Big Al, \(Iso Allo\) <allosaurus-spamtrap@isoallo.net> wrote:

First, you should get Jonah Bishop's map FAQ.  The URLs I have are old, but try:

   http://mapfaq.3dportal.com  -- Map FAQ Central
   http://www.dukeworld.com  -- Dukeworld


>How I can create a transparent wall,
>for example: force fields, windows, etc..

Excuse the typos, I typed this on the fly.

Those are 2 quite different things.  Force fields: Mask the wall, give it the frocefield texture or the bigforce etexture, give it a lotag that's the sam,e as a switch's lotag, unmask it, and you've got a forcefield you can turnh on and off.

I wrote that too fast: If you don
t care about turning it on and off, it's the same as a window.

For a window, just mask the wall and give it a glass texture.  Similarly for cages, screens, etc.

>
>How Cycler (lettersymbol C) works?
>

DOn't use it much myself.

>How I can create blinking lights or change
>object color?
>

Some textures blink, and there's a sector effector for random lights.

Change an object's dolor by changing its pallette, Alt-P.

>How I can create an sector and then turn
>it to so that sector "border" lines are red?
>

That happens automatically when 2 sectors share a wall.

But read the map FAQ, it tells you all this.

>Big Al 
>
>
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From: tehom@panix.com (Tom Breton)
Newsgroups: alt.games.duke3d
Subject: Re: Transparent walls?
Date: Sat, 8 Apr 2006 18:22:35 +0000 (UTC)
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