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Signs on Top textures

 
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Matt H
Dark Trooper Phase 1

Joined: 24 Sep 2003

PostPosted: Jun 03, 2004 15:11    Post subject: Signs on Top textures View user's profile Send private message Reply with quote

I am trying to place a sign texture on a top wall, above an alcove. The problem is, with the alcove floor being higher than the adjoining sector, there is a bottom wall as well, and DF keeps putting the sign texture only on the bottom wall. It's only when the floors match, and there's only the top wall texture that the sign goes onto the top. I've tried different y offsets for the sign texture, but nothing is working.

I know that signs, even long signs, don't span from bottom walls to top walls. It's on one or the other.

I think, despite the y offset, it's still trying to put in on the bottom wall only, and the y offset makes it not show up at all.

Does anyone know how to make this work? Or is this another limitation of the engine? Do the adjoining floors always have to match for the sign to go onto the top wall?

Scape Goat
Dark Trooper Phase 2

Joined: 23 Sep 2003

PostPosted: Jun 03, 2004 15:16    Post subject: View user's profile Send private message Reply with quote

As far as I know, there's no way around that.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 03, 2004 16:24    Post subject: View user's profile Send private message Send e-mail Reply with quote

My suggestion would be to make two sectors, making one that is incredibly thin so it simulates the effect of the alcove. But this may increase the chances of HOMing.

But I think Scapegoat is right, there is no way around this.

_________________
I don't think outside the box... I customize it.

Darth Oosha
Trandoshan

Joined: 24 Sep 2003

PostPosted: Jun 03, 2004 19:38    Post subject: View user's profile Send private message Reply with quote

3DO?

Matt H
Dark Trooper Phase 1

Joined: 24 Sep 2003

PostPosted: Jun 03, 2004 20:34    Post subject: View user's profile Send private message Reply with quote

Shoot. Well, thanks guys. I guess that's good to know.

A 3DO might be a good way to work around that limitation. I hadn't thought of that. Thanks for the suggestion, Oosha!

alkaline888
Ree-Yees

Joined: 26 Sep 2003

PostPosted: Jun 05, 2004 03:01    Post subject: View user's profile Send private message Reply with quote

Or how about a good ol' custom BM on top?

Ah, custom BMs... they gave me my first DF editing thrill when I was able to replace the door textures in SECBASE with photos of my friends.

_________________
Those who believe in telekinetics, raise my hand.
—Kurt Vonnegut

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 05, 2004 19:40    Post subject: View user's profile Send private message Send e-mail Reply with quote

When I attempted to edit DF in the past, I didn't think it was possible to do that kind of stuff. Then I came here a little over a year ago and downloaded TIE Defender Base, and the stuff I saw in it blew my mind. Then I downloaded more levels and everytime I did, I always found something new. I was like a child opening presents on his birthday. Even some of the stuff I see these days blows my mind and some levels just continue to amaze me.

_________________
I don't think outside the box... I customize it.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Jun 07, 2004 07:42    Post subject: View user's profile Send private message Reply with quote

BG's suggestion is what I usually do; a 3DO would detract from the number of objects I could place in the level. All of my levels have plenty of zero-thickness sectors; DF has no problem with them.

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