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Author | Topic: A SERIOUS FLIPMAP/TOGGLE QUESTION.....GOT THE ANSWER FOR ME?????
Ocasious Member Posts: 114 From:North Hollywood,CA. U.S.A. Registered: Dec 2000 | posted 01-01-2001 07:28 AM What I want to do is trigger a flipmap but inside the flipped room I want to change a door from toggle to toggle2 over a water room. I want Lara to be able to walk over the door in the floor untill she triggers the flipmap. After the flipmap is triggered I want her to fall through the door apoun her next visit to the room. The trigger is in a seperate room, but here is whats happening. I press F to flip the room and then change the door portal to toggle2 so that she will fall through when she comes back,then I press alt+F to get back to reg room. After this I set my trigger. Now when I return in the game and check the room before I trigger the the flipmap....its already set to toggle2 and she falls through. So I go and hit the switch anyway and it changes the texture to the flipmaped texture I chose for the door but its also a toggle2. So my problem is that I cant get the reg room door to remain a reg toggle after I change the flipmap room door to a toggle2. I have to be missing a step or something but I cant figure out what. can somebody plese help. IP: Logged
Ocasious Member Posts: 114 From:North Hollywood,CA. U.S.A. Registered: Dec 2000 | posted 01-01-2001 04:16 PM can somebody test this in the tut wad so I will know if its not working, or if im not doing it right. IP: Logged
Ocasious Member Posts: 114 From:North Hollywood,CA. U.S.A. Registered: Dec 2000 | posted 01-01-2001 05:20 PM STILL WAITING......FOR A TEST. IP: Logged
Pytr Member Posts: 132 From:Netherlands Registered: Dec 2000 | posted 01-01-2001 07:25 PM Hi, I had a kind of simular problem. Make sure you don't only change the watersurface in the flipped room but also the waterstatus of the room beneath the portal. (your actual pool) So a solid surface (toggle opacity) over an empty room and a water surface (toggle opacity 2)over a water room. The only problem I had was that my solid surface was animated as water although I could walk over it, if you worked around that, please let me know.... C ya Pytr. IP: Logged
Ocasious Member Posts: 114 From:North Hollywood,CA. U.S.A. Registered: Dec 2000 | posted 01-01-2001 07:43 PM No...I have not seem to have gotten that to happen. Everytime I go into the room and see the floor animated then I could always fall through and into the water below. I have how ever gotten the floor to not be animated but then you cant get though. It seems that even in a fliped room that toggle2 takes priority as if it were an antitrigger, but there has to be away around it because im sure we have seen it done in one of the TR games but then didnt know how it was being done. Well I think you got the concept right.....floor should be solid and not animated untill the flipmap is triggered. But if possible I would like the floor to still be motionless even after the flipmap is triggered. I thought about lowering the pool room and play with it that way to see what I can get but I would def like to know how to get it working period any way...motinless or not.....im still trying. keep me posted if you find out anything. Didnt core have to do this or something like this in the area where Lara walks across the water in TR4??????hmmmmmm? IP: Logged
Ocasious Member Posts: 114 From:North Hollywood,CA. U.S.A. Registered: Dec 2000 | posted 01-01-2001 09:12 PM Attention PTYR! i have solved the riddle with the flipmps, and im here to share it with you in case you didnt get it yet.....These are the steps I took so try to follow as closely as poss. 1. delete the door and all the flipped rooms that apply to this problem and start over. 2. Make a door to the water room and choose toggle not toggle2, then texuture it as you like. 3. Go to the lower room and turn off the water option. Now select the door to the celieing that leads to the upper room and make it a toggle and not a toggle2 but this time dont texture it. Instead click off somewhere on the plaingrid to make the door highlights turn off and the door should now be textured with the textures you chose in the room above. 4. now goback to the room above and flip it. In the flipped room the door to the water room should be clear again. Select the door from the plaingrid to highlight it but dont texture it again, instead just use the toggle2 and then clickoff in the plaingrid again to turn off the highlights once more. 5. Now use alt+F to return to the reg room. 6.Once back in the reg upper room go back down to the water room and flip it. 7. Turn on the water option and select number 1.Select the door to the upper room from the plaingrid and choose toggle2 but dont texture it again. once again clickoff in the plaingrid somewhere and your textures should now be visible. 8.Now use alt+F to return to the reg lower room. Make sure that the water option is off in your reg lower room but on in your flipped lower room. 9. Now go and set your triggers and make sure you stack them and it should work, and the best thing about it is that it shouldnt be any animation in the upper room even after you have triggered both flipmaps.....cool huh?.....I did it....I did it....and im so damn happy....hope you get it too if not post again, and for the rest of yall ........hope you get it too. IP: Logged
Ocasious Member Posts: 114 From:North Hollywood,CA. U.S.A. Registered: Dec 2000 | posted 01-02-2001 01:17 AM Just In..........the above method will not work if you set the trigers to 1 shot so you'll have to work around it for now. But i am tryng to figure out a way....just have not yet, and another thing is that the editor closes if you select draw doors in the reg room of a flipped room. IP: Logged
Pytr Member Posts: 132 From:Netherlands Registered: Dec 2000 | posted 01-02-2001 10:25 AM Hi, Thnx for your reply, i'll try to follow it although I'll have to do it the other way around since I first want to be able to swim and later walk over the water. I think I did something quiet simular to what you did but I'll try again. By the way you don't need several triggers, one trigger can trigger all the flipmaps with the same number assigned to it. Cheers, Pytr. IP: Logged

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