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Author | Topic: BURNING FLOOR!
Nigel1985 Member Posts: 630 From:England Registered: Feb 2001 | posted 02-24-2001 07:51 AM does anyone know how to get the burning floor to work in the library wad, this is ver very annoying cause i cant figure it out! PLEASE HELP ME!!!!!! Nigel http://clik.to/tombraidernews ------------ AHHHHHHHHHH! IP: Logged
Pytr Member Posts: 132 From:Netherlands Registered: Dec 2000 | posted 02-24-2001 07:30 PM Check your original Library project. Lower the right parts of the floor, use 'control' while lowering to get broken surfaces. Apply 'no collision' to the triangles of the broken surfaces (c also manual) And don't put a number in the flipmap box ! Hope this helps, Pytr. IP: Logged
Nigel1985 Member Posts: 630 From:England Registered: Feb 2001 | posted 02-25-2001 06:56 AM could you be more specific? thanks! IP: Logged
jbc21 Member Posts: 123 From:Eilat, Israel Registered: Feb 2001 | posted 02-25-2001 07:11 AM Hi... Could you too be more specific? What do you want to do exactly? To create some tiles that will turn Lara into a human flame when she steps on them, or to make a burning pit, or what??? IP: Logged
Nigel1985 Member Posts: 630 From:England Registered: Feb 2001 | posted 02-25-2001 07:40 AM ok in the library wad there is an object called the burning floor, it is wooden and has holes in it, when lara supposedly hits the trigger for it the wooden planks will ignite in flames now letting the part it was covering accessable, and when i try to get it to trigger it doesnt work, i asked tombraiderchronicles.com but they say it is very hard adn i have to wait like weeks so he can make a turtorial on it, im done w/ my level and i really need to fingure this out! Also does anyone know what i have to do to have Lara NOT fall through the trapdoor in the library wad? i tried using a dummy trigger but i think i misplaced it. thanks! IP: Logged
Pytr Member Posts: 132 From:Netherlands Registered: Dec 2000 | posted 02-26-2001 12:03 PM O.k. i'll try to be more specific, only I can't explain here which parts of the floor you have to lower etc. for that you'll have to look at the original library level if that's not to much trouble...if you set it up exactly as there it works fine. First of all the burning floor is not the thing with the holes in it, that is a static (rock, debris or something) object made out of two parts. Choose the 'burning floor' object from the object list and place it in the room. Raise it a few clicks so you can see what you do. Lower parts of the floor so that the object perfectly fits (flat). Now make doors in the floor to the lower room (you can see whitch squares you'll have to select, also the half ones). Use toggle opacity to close the floor otherwise you'll fall through the 'burning floor' . Texture the concerning squares with the gray color next to the black one in the color box. Teture and light the room completely the way u want it and place a normal trigger for the 'burning floor' outside the room. (are you still with me?) Now 'flip' the room, texture the triangles in the floor with 'no colission' (they should be amber colored when face edit is off) if you're not sure about this it's very clearly explained in the manual. Place the two objects (from debris, rock or whatever I don't know by heart)who together form the remainders of the burned floor and you're ready,set and done. As I said before don't try to trigger the flipmap, it won't work.Just leave it as it is. Well I couldn't be more specific than this, good luck, if you want to u can see a burning floor at work: The Iron Horse: http://pytron.tripod.com/pytr/id4.html regards Pytr. IP: Logged
Nigel1985 Member Posts: 630 From:England Registered: Feb 2001 | posted 02-26-2001 01:11 PM yeah i figured most of that out already but thanks, but one problem i am having is the flipmap wont trigger, it really weird i have everything made and then i have the flip map made but after the floor burns...nothing...thanks IP: Logged
Pytr Member Posts: 132 From:Netherlands Registered: Dec 2000 | posted 02-27-2001 08:17 PM sure you didn't place a trigger for the flipmap and the box next to the F reeds '0'? Then I'm out of options, Good luck, Pytr. IP: Logged
Nigel1985 Member Posts: 630 From:England Registered: Feb 2001 | posted 02-28-2001 03:50 AM ok i see what i did wrong i didnt have a 0 for the flipmap thanks for all your help, and one last thing i have i have a big room then a trapdoor on the floor and a pit leading down, next i have a slightly slanted tunnel comming off the pit, and when i go to use the trapdoor Lara falls though it, i set a dummy trigger but nothing happnes, how can i get the dummy trigger to work? thanks IP: Logged
Pytr Member Posts: 132 From:Netherlands Registered: Dec 2000 | posted 03-06-2001 11:34 AM If you use the trapdoor with the chains on it from Library.wad then don't use any trigger, just place the door and that's it. Pytr. IP: Logged

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