Thread View: alt.games.duke3d
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Started by Ed Coolidge
Mon, 13 Oct 2003 03:02
Fun tricks with elevator effects!
Author: Ed Coolidge
Date: Mon, 13 Oct 2003 03:02
Date: Mon, 13 Oct 2003 03:02
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I've been messing around with the elevator effects in build and have decided to compile my findings. Let me know what you think! http://www33.brinkster.com/semicharm/duke3d/ELE_TRK.ZIP
Re: Fun tricks with elevator effects!
Author: Tom Breton
Date: Tue, 14 Oct 2003 03:24
Date: Tue, 14 Oct 2003 03:24
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semi_charm@yahoo.com (Ed Coolidge) writes:
> I've been messing around with the elevator effects in build and have
> decided to compile my findings. Let me know what you think!
>
> http://www33.brinkster.com/semicharm/duke3d/ELE_TRK.ZIP
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.
FWIW, I like to do sliding doors a little differently. First I make
the door sectors, attached to the doorway but not to each other.
| |
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+--------------+ +-------------+
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+--------------+ +-------------+
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Then I add more points to the doorway ("the white walls"),
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+--+ +--+
\ /
+--------------+ +-------------+
| | | |
+--------------+ +-------------+
/ \
+--+ +--+
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and fold the doorway so that the extra lines are out of sight.
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+--+--------------+ +-------------+--+
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+--+--------------+ +-------------+--+
| |
Then make the doors touch each other and the sectors are ready to go.
This works for masked doors too. Effectors and textures sold
separately.
--
Tom Breton at panix.com, username tehom. http://www.panix.com/~tehom
Re: Fun tricks with elevator effects!
Author: Ed Coolidge
Date: Wed, 15 Oct 2003 05:30
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.
Re: Fun tricks with elevator effects!
Author: Ed Coolidge
Date: Mon, 20 Oct 2003 18:23
Date: Mon, 20 Oct 2003 18:23
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Sorry about the dead link. I contacted the web host and they finally got it back up. Free web hosting, you get what you pay for! semi_charm@yahoo.com (Ed Coolidge) wrote in message news:<27171ad9.0310121902.792d5a45@posting.google.com>... > I've been messing around with the elevator effects in build and have > decided to compile my findings. Let me know what you think! > > http://www33.brinkster.com/semicharm/duke3d/ELE_TRK.ZIP
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