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dankone   Posted 3rd Jun 2005 9:21pm
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well, i guess the first question is...does it work in MP?
second only if the first answer is yes...how do i rig it?
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SKA-Diesel   Posted 3rd Jun 2005 9:36pm
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I seem to remember someone saying it was to swap Object textures not for brushes etc.

I dont know myself cos Ive never tried it before.
   
dankone   Posted 3rd Jun 2005 9:59pm
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swap object textures eh? why would anyone want to swap object textures? i guess maybe to change skins in game?(SP) to appear to be in disguise? but that would only be for entities? right? dunno
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RF Grim Reaper   Posted 3rd Jun 2005 11:36pm
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Perhaps it was used in the 'undercover levels' in the SP game?

Just a thought since you can't really link a event to a specific face ( unless you have the Face ID, but I don't think the event has that input option in the properties? )
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SKA-Diesel   Posted 3rd Jun 2005 11:52pm
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AIs dont "see" textures, they just know how to react...i.e "question un-armed player" etc

Heres a quick demo of what can be with swap texture... I just made a switch and put "loadinglegal.tga" as the 2nd texture...



Now Im sure it could be used in some circumstances, I cant think of a use for it right now, but Im sure we could think of something
   
mad_ferrit   Posted 4th Jun 2005 12:14am
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Quoting SKA-Diesel
Now Im sure it could be used in some circumstances, I cant think of a use for it right now, but Im sure we could think of something

Hmmm this could be very very useful indeed!!!
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dankone   Posted 4th Jun 2005 12:26am
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so it does work for objects only? im still a bit confused by the pic is that a riot shield, or a coffeetable?
in the swap textures event properties, what did you put for texture numbers? that confused me. is it the UID?
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rfmaster_re   Posted 4th Jun 2005 1:06am
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you gotta click the picture to make it bigger, its not a riot sheild, it looks like a booklet
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dankone   Posted 4th Jun 2005 2:19am
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Quoting rfmaster_re
you gotta click the picture to make it bigger, its not a riot sheild, it looks like a booklet

im not retarded, i know i have to click the picture to make it bigger. the problem is...is he referring to the \"booklet\" , or the thing that looks like a coffee table? i cant tell what either are, so therefore i dont know what the textures should be. thus cannot tell which has been switched, and which hasnt.
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mad_ferrit   Posted 4th Jun 2005 2:31am
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The item on the coffee table is the subject of his post. I believe it is one of the large Switches whose texture has been changed to that of the RF logo screen...
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dankone   Posted 4th Jun 2005 3:56am
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Quoting mad_ferrit
The item on the coffee table is the subject of his post. I believe it is one of the large Switches whose texture has been changed to that of the RF logo screen...

thank you for clearing that up. i couldnt tell what was on the damn table.
i still dont know what he put in the properties tho.
mymapsfeel free to download and review    
RF Grim Reaper   Posted 4th Jun 2005 1:17pm
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Quote
AIs dont "see" textures, they just know how to react...i.e "question un-armed player" etc


I know that But if you use camera2 Parkers 'texture' changes, though It's more likely the 2nd/3rd parker entities.

I reckon he put in the original texture filename under Texture Num 0 and then the loadinglegal.tga under Texture Num 1 then linked it to the object?
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SKA-Diesel   Posted 4th Jun 2005 7:59pm
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It was a magazine which is part of the coffeetable model.
   
Vidi44   Posted 4th Jun 2005 8:33pm
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Perhaps he's maybe making a switch that when thrown, it will change its texture. Like in a real world elevator, if you push up, the up button will glow, and if you then press down, the up button will stop and the bottom button will glow.

This would have a great effect on the future of RF, as swapping textures in real time would make it highly realistic. Aside from switches, you could maybe do something with an indicator button. I'd find this useful in any sp game where it is difficult to tell if the objective has been reached. I remember my first time through sp RF, and I didn't know if I had destroyed the comms center, and (somehow I thought that I had to blow something up, so I didn't actually accomplish it) ended up trying frantically for the exit door with 20 AI on me. For n00bs (like I was, before actually paying attention to the game) an indicator light would have helped in this and other situations. Right now I'm working on a SP map where an entity flips a switch and then runs to the elevator (well, it is far more complicated than that, as AI will pour into the room and this crazy foshizzle will start going on). Having an indicator light would be helpful for this. Alternately, you could set it up so that you could create a "maze" out of the same 5 or so rooms, just swapping textures each time. If the rooms were completely empty, someone could be tricked into thinking they were in a maze.

This swap texture event thing could be great. Hopefully more people will take the initiative to think of more great ideas like this (I'm currently thinking about creating truely dynamic lighting for a level, something that will take me far more time than its worth, but will be great to have (in it, if you shoot a light, the room underneath will actually get dark. This idea is actually very easy to implement (just phase-shift the lighting to black and set the intensity to 0 (this is a double-check on the darkness)), but for a single room could take a long time, like a week just for the lighting). Great idea, hopefully you'll solve it. As a solution, I offer that maybe you use the actual event called "swap textures" in the events listing under objects. Well, that certainly surprised the Canada out of me when I saw that...
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NotRED-FROG   Posted 5th Jul 2005 11:37pm
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I never found a thing you could do with this.
Swap Mesh would have been more interesting.

Swap the current default RF mesh to a mesh that has been added to the map vpp.
Oh that'd be sweet.
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E_Darkness   Posted 6th Jul 2005 6:02am
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hm maybe make pushing a button make some one or something invisible unless scanned with rail or rocket launcher?
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