Having picked up the baton again having last shown screenies about three years ago I thought I'd do an update.
I'm painfully well aware that there's lots of niggly problems if you look hard enough (no prizes though)! Never mind, I just wanted to show them to someone other than my partner and daughter. Oh, and there's lots of AI and object placement and scripting to do yet.
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I found both tips when searching. A third was to move the room brush with id 0 to solid and replace it with a new one. For me it helped to rebuild the pathfinding database, but I also rebuilt the other databases to be safe... and then I shutdown my computer and let it rest for a whileI checked out the "offending" room brush, but I couldn't find anything wrong with it, so I left it alone, and the error was gone already anyway.
casalor: nice. I recognize some scenes from before. Especially like the ruined chapel area with the haunts.
That looks promising. Good work, LarryG!
I've done something similar.
- moved the brush way away into solid space
- replaced it in the 'world'
- ran build room database,
- ran AI database
- go back to run pathfinding database
Always seems to work for me. Then again, I could have been exceptionally lucky.
Btw, Thanks Nightshifter and Phantom.![]()
Great, Larry! I assume the display is an animated sine wave or something similar?
Cool, but why not more frames? With model tweqs you're limited to 6, but with animated textures you're not. Also, in case you didn't know, you can control the speed of the animation using the Renderer > Texture Anim Data property.
I thought animated textures were limited to something like 10 frames, no?
Could be, but water, for example, is not so I assumed object textures would enjoy the same benefits as terrain textures. I'm probably wrong, though. But 10 is still better than 6.
Add it to the texture itself in the Texture hierarchy.
It would. I agree. But that's the sample video that I found. You gotta admit it looks different, expanding and contracting from the side that way. Since I have up to 10 frames (not counting the "off" frame, right?) I may try to find a different video sample to work with.
Ah! I would never have thought of that.
If memory serves, you can set specific texture animations to "bounce" mode (or something like that), which would be ideal for the animation you've created. I've never tested it though.
It's something I've been thinking about. Would kill two birds with one stone, regarding the crashes in SS2 with SHEMP applied. The thought of redoing all those animations though.... arghhh....
Damn it, I will have to go on vacation tomorrow, which means no DromEd for a whole week![]()
I think this is worth to be mentioned here![]()
Last edited by intruder; 2nd Aug 2009 at 17:23. Reason: to satisfy ZB