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Cory_Buford Ree-Yees
Joined: 26 Mar 2004
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Posted: Apr 03, 2004 00:57 Post subject: Help Needed: morph_spin1 & morph_spin2 |
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I need a little help here guys. In recreating my level, I'm trying to make a revolving table on which to display items. I know I asked this quite some time ago, but the memory is the first to go with age and I've been away from WDFUSE for over a year.
Thus far:
http://df-21.net/projects/cory_buford/help.gif
Sector Flags: 0 0 0
Wall Flags: 16 0 0
INF:
seq
class: elevator morph_spin2
center: -332 93
speed: 10
seqend
Now, I'm sure there is just one or two little things I'm forgetting and can not find in the tutorials or articles. As always, any help would be greatly appreciated.
May the Force be with you...always...
_________________ Cory Buford
cbuford@gwmo.com
http://www.gwmo.com
GateWay Marketing Online
Sr. Web Designer/Developer
Come view our current projects:
http://www.gwmo.com/qualifications |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Apr 03, 2004 02:25 Post subject: |
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Maybe event_mask? I didn't see that in there. Although if it does it on its own, I heard you actually don't need that thread. But I always put it in there just to make sure nothing else happens.
But as far as I know, that's the only thing missing. Don't forget to give the walls the "wall morph with sector" flag, otherwise it won't work.
Hope that helped some 
_________________ I don't think outside the box... I customize it. |
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Patrick Haslow Trandoshan
Joined: 25 Sep 2003
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Posted: Apr 03, 2004 04:14 Post subject: |
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In a rare editing related appearance...
Yup. Your wall flags are wrong. You want : 32 0 0
16 0 0 is for adjoining middle textures.
That should do it.
A quick glance at the DF specs file told me all I needed to know.
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Cory_Buford Ree-Yees
Joined: 26 Mar 2004
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Posted: Apr 03, 2004 04:43 Post subject: I Was Thinking 32 But... |
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I tried 32 at one point and, at first, thought it made the subsector dissapear. However, at certain angles, I can see it flicker in a rhythmic pattern which tells me that it is spinning, but it's invisible most of the time. It's only an 8 sided subsector of a simple rectangular sector; should I use less than 8 sides for fewer vertices?
BTW: The GOB is only 363K if anyone is interested.
May the Force be with you...always...
_________________ Cory Buford
cbuford@gwmo.com
http://www.gwmo.com
GateWay Marketing Online
Sr. Web Designer/Developer
Come view our current projects:
http://www.gwmo.com/qualifications |
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Patrick Haslow Trandoshan
Joined: 25 Sep 2003
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Posted: Apr 03, 2004 06:01 Post subject: |
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You should try looking at your overlay map to tell you if the sector is spinning [TAB]. 32 is "wall morph with sector" but since your vertices are all so close together than I think anything can happen. It maybe one of those instances where you are just pushing the engine too much. I guess maybe you should try 6 vertices first. Also, for the hell of it, set the flags to 32 properly on the walls that the spinning subsector is adjoined to.
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Cory_Buford Ree-Yees
Joined: 26 Mar 2004
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Posted: Apr 03, 2004 07:44 Post subject: As Usual, I'm Pushing It! |
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I think you're right Patrick, I'm probably pushing the limits. I tried 32 on the outside sector walls and it didn't make a difference. However, when I hit the TAB to bring up the map, I keep getting this funny little yellow dot that makes a half circle from bottom left to top left through the map and makes the whole map flicker.
http://df-21.net/projects/cory_buford/help2.gif
(dot follows yellow line I drew)
New idea, instead of rotating the pedestals, I should be able to rotate the 3DOs by using
LOGIC: UPDATE
but thanks for the help and I'm glad to hear that DT3 is still a go!!!
May the Force be with you...always...
_________________ Cory Buford
cbuford@gwmo.com
http://www.gwmo.com
GateWay Marketing Online
Sr. Web Designer/Developer
Come view our current projects:
http://www.gwmo.com/qualifications |
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: Apr 03, 2004 15:17 Post subject: |
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Your "center" is probably off. Check the coords again. 
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: Apr 03, 2004 20:18 Post subject: |
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Also, make sure that the "sector" each object is set to is correct. I judge that your problem with the object moving in such a wide arc is caused by it being assigned to your spinning sector, while actually being some distance away.
_________________ Wake up, George Lucas... The Matrix has you.. |
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