Thread View: alt.games.duke3d
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Started by Big Al, (Iso Allo)
Sat, 08 Apr 2006 11:36
Transparent walls?
Author: Big Al, (Iso Allo)
Date: Sat, 08 Apr 2006 11:36
Date: Sat, 08 Apr 2006 11:36
12 lines
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1176 bytes
How I can create a transparent wall, for example: force fields, windows, etc.. How Cycler (lettersymbol C) works? How I can create blinking lights or change object color? How I can create an sector and then turn it to so that sector "border" lines are red? Big Al
Re: Transparent walls?
Author: Tom Breton
Date: Sat, 08 Apr 2006 18:22
Date: Sat, 08 Apr 2006 18:22
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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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