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Old 07-27-2007   #41
Kalaron
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I've tried that before, if you use a ridiculously high sector height like 10,000 in software, knuckles will still be able to cling to walls and you'll only get visual glitches, 7000 is fine to use but visual glitches will happen.

Edit: Darn. on Edge beat me to it.
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Old 07-27-2007   #42
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Visual gltches? Damn. Well, I'll take my chances, thanks (to the both of you, =P).
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Old 07-27-2007   #43
on Edge
 
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By the way, what are you planning to use that much space for?
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Old 07-27-2007   #44
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Capture The Hotel.

(Alpha planned July 31st) (btw I shall not say anymore kthx)
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Old 07-31-2007   #45
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Q 4 th agez

Animated skies, possible?
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Old 07-31-2007   #46
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Uhh, I'd tell you to try it. Try using an animated texture for your sky.

However, last I saw it was on the list of things to put in 1.1 on the first post, so. :/
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Old 07-31-2007   #47
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Yeah, I figured I'd just try that (animated texture for sky).
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Old 07-31-2007   #48
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Another question (rofl, a lot now. Thank goodness I didn't make a seperate topic for each)

How would I go about animating an object (sprite) that otherwise doesn't animate? For example, I want to animate RFLGA0 and BFLGA0 (red and blue flags), so I just put them in (the sprites to animate) after eachother like so;

RFLGA0
RFLGB0
RFLGC0
etc.
Yet, it doesn't animate. Could I possibly SOC it to animate, or would I have to hard code it in C?
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Old 07-31-2007   #49
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Try changing this

Quote:
Originally Posted by Segmint
RFLGA0
RFLGB0
RFLGC0
to this:

Code:
RFLGA0
RFLGA0
RFLGA0
and then I think it may work.
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Old 07-31-2007   #50
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That doesn't work. Draykon had a brain fart, remember?

SOC it plzthnx.
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Old 07-31-2007   #51
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yay @ mint can't SOC

Blah, I'll figure it out... ><
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Old 08-01-2007   #52
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Quote:
Originally Posted by Segmint
Yeah, I figured I'd just try that (animated texture for sky).
It didn't work. It turns into REDWALL/Hall of mirrors. I don't know why it doesn't work, though. I think it's showing the walls of the ceiling, which is wrong. Help...?
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Old 08-02-2007   #53
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Another thing, I'm still having trouble with the texture offsets of FOFs. I can't get linedef 255 to work properly...
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Old 08-02-2007   #54
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Flip your linedef so that the front side is scrolling, not the back.
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Old 08-02-2007   #55
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Wait, do I just tag it to the linedef I want, or do I use a control sector? I tried both, because I can get neither to work.
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Old 08-02-2007   #56
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No tags. Just set the linedefs to 255, and set the offset. Also, it only works on the fornt side of the linedef.
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Old 08-02-2007   #57
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It works, but it doesn't set a texture offset, it scrolls the texture. I don't want the texture to continuously scroll, I just want to set them.

Edit: Nevermind, got it to work without the scroll texture offset thing.
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Old 08-02-2007   #58
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NEW QUESTION ROFLMAO

How do I perform a color remap in XWE? It'd be useful if I knew (because I have to use it ololololol x_x).
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Old 08-02-2007   #59
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I'm sorry...My brother must have gotten to the comp
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Old 08-02-2007   #60
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Wtf?
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