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View Full Version : 3do Surface cog commands...



JDKNITE188
09-24-2000, 08:48 AM
In a patch I am making, I need to change a 3do surface's cel when the 3do character dies, is touched, etc. What cog commands could I use to do this??

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Fernando_the_Hunn
09-24-2000, 12:09 PM
you cant. you have to change the whole model. just have different models and use SetThingModel();

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JDKNITE188
09-25-2000, 01:25 PM
Why can't I? The console 3do's have different cels and they alternate randomly..

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cignop
09-25-2000, 03:03 PM
why dont you look in the cogs that control the console's surfaces for some hints?

JDKNITE188
09-26-2000, 04:20 AM
I guess I could do that LJ.... I will just look in MOTS.tpl and find the console template

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Deathbane27
09-26-2000, 09:14 AM
The console with the alternating surface uses MaterialAnim, I believe.

Hideki
09-26-2000, 10:49 AM
Consoles are surfaces and not 3do, so they rotate, but can't rotate surfaces on 3do, so change the whole thing.

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GuNbOy
10-06-2000, 03:27 PM
hmm, i have used MaterialAnim(); on a 3do before...

so you just cant use the SetMaterialCell();

Hideki
10-06-2000, 03:33 PM
MaterialAnim() will rotate every single surfaces that uses the same mats.

It rotates the multi-surfaced mats by material reference and not surface reference, if you make an unique mat for that 3do only, then this can work. But that can be a lot of work for many 3do.

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LoC_Warhead
10-08-2000, 01:06 PM
Wait, so could you animate the mats on a 3do, and would you just assign that cog to the 3do's template to get it to work?

Hideki
10-08-2000, 03:34 PM
If that specific mat that you're going to rotate is used somewhere else in levels, 3do etc, then that will rotate as well.

So to be on the safe side, making a new mat, even by duplicating an existing one but renaming, and rotating it for the 3do you use then it does the trick.

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Val_Langley
10-08-2000, 08:49 PM
Look in the sequencer cog. It has lights that blink.