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Cannot anchor wall texture

 
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Lionel Fouillen
Gamorrean

Joined: 27 Sep 2003

PostPosted: Jan 06, 2008 14:09    Post subject: Cannot anchor wall texture View user's profile Send private message Reply with quote

Hi,

I have a problem with anchoring the wall textures in a move_floor elevator. Textures should not move with the elevator, as they represent walls around it.

For this, flag 1 should be set to 16. It's OK for all walls except two which will move anyway, therefore looking as if they were the vertical surfaces of the elevator itself. I can't manage getting them to stay anchored!

So what's different with those two walls? They represent a grid texture. You can see through but you can't shoot or walk through. So their flag 1 is set to 17 which is the combination of "adjoining middle texture" and "wall texture anchored". Nothing special, it seems. I even tried to play with the "allow scroll middle texture" flag but it didn't solve anything.

Is it possible that, when there is an adjoined sector behind an elevator wall, this wall will move mandatorily?

Lionel Fouillen
Gamorrean

Joined: 27 Sep 2003

PostPosted: Jan 06, 2008 14:59    Post subject: View user's profile Send private message Reply with quote

Never mind. I found a workaround. Just a slight modification in architecture to skip the issue. But if someone has the answer please post it for future reference.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Jan 06, 2008 20:25    Post subject: View user's profile Send private message Send e-mail Reply with quote

If a wall isn't anchoring as you expect, you can either sit and exercise your brain until you figure out why the current value of the flag is anchoring the way it is...

Or you can just toggle the flag and fix it.

I prefer the latter way myself.

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Pumpkinetics
Ree-Yees

Joined: 16 Oct 2007

PostPosted: May 20, 2008 00:38    Post subject: View user's profile Send private message Reply with quote

I've had this problem myself. I think an adjoining mid texture can't be anchored, due to limitations in the engine. I'm assuming your workaround was a thin sector in between? mine is too.

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