TNO Drawbridge Tiles
#1
Posté 24 octobre 2010 - 03:24
Thanks -- Andarian
#2
Posté 24 octobre 2010 - 03:31
You should also note that the version marked "Passage" has a walkable passageway, whilst the other version has a walkable roof but requires you to set up a door transition through the tunnel.
Modifié par _six, 24 octobre 2010 - 03:32 .
#3
Posté 24 octobre 2010 - 04:01
#4
Posté 24 octobre 2010 - 05:11
#5
Posté 24 octobre 2010 - 07:17
#6
Posté 24 octobre 2010 - 08:19
What seems to happen when the engine tries to fade a door, is that it *multiplies* all the alphas by something like 0.1 which normally is the right thing to do. But by setting it to 100, when the fading multiples by 0.1 it gets 10 or so, which is still >1 and therefore still completely visible.
Worth a try, but can't promise it works in this case.
OMB
#7
Guest_Chrysoli_*
Posté 26 octobre 2010 - 09:54
Guest_Chrysoli_*
Modifié par Chrysoli, 27 octobre 2010 - 04:06 .
#8
Posté 27 octobre 2010 - 08:15
OldMansBeard wrote...
What seems to happen when the engine tries to fade a door, is that it *multiplies* all the alphas by something like 0.1 which normally is the right thing to do. But by setting it to 100, when the fading multiples by 0.1 it gets 10 or so, which is still >1 and therefore still completely visible.
After a play about I can confirm that this works. It also has other beneficial side effects for the drawbridge itself, as it's still unclickable whist walking over it (which is kinda necessary when you think about it). OMB, you strike again.
#9
Posté 27 octobre 2010 - 10:17
#10
Posté 27 octobre 2010 - 11:02
Modifié par AndarianTD, 27 octobre 2010 - 11:03 .
#11
Guest_Chrysoli_*
Posté 27 octobre 2010 - 04:02
Guest_Chrysoli_*
Modifié par Chrysoli, 27 octobre 2010 - 04:04 .
#12
Posté 28 octobre 2010 - 12:59
Heh, I was under the impression you were using Project Q - we'll be bunging the fix for the doors in the next update (which will be less than a year away this time)AndarianTD wrote...
I was just about to give up using the drawbridge, so this sounds great -- thanks! Six, do you mind if I use your workaround in Sanctum 3? If you're OK with that, I'll PM you about getting the needed components.
#13
Posté 28 octobre 2010 - 02:33
_six wrote...
Heh, I was under the impression you were using Project Q - we'll be bunging the fix for the doors in the next update (which will be less than a year away this time)However it's a fairly simple edit anyone can do themselves really - just do a search/replace for the line "alpha 1.0" in the model with "alpha 100" in notepad or similar.
Oh, I definitely am using Project Q. But I'm building and testing the areas that would use those drawbridges right now, and I didn't expect you to be able to get a new Q update out right away. However, with your feedback above I'm pretty sure I can hack the fix myself now.
#14
Posté 11 novembre 2010 - 03:53
_six wrote...
However it's a fairly simple edit anyone can do themselves really - just do a search/replace for the line "alpha 1.0" in the model with "alpha 100" in notepad or similar.
Just confirming which model this is...
EDIT: OK, got it. It's tn_sdoor_18.mdl. The fix works like a charm. Thanks!
Modifié par AndarianTD, 11 novembre 2010 - 04:04 .
#15
Posté 11 novembre 2010 - 07:44
#16
Posté 13 novembre 2010 - 07:14
#17
Posté 14 novembre 2010 - 09:45
Bannor Bloodfist wrote...
Yep, we need an 'OMB Brain Dump' button somewhere... he has all sorts of jewels stored away... of course, understanding his filing system might also pose a problem... maybe an 'OMB Brain Dump: Sorted' button would help?
It's in CM5.9j Bannor. The unreleased version, of course.





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