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??
------------------
I am a scout of knowledge, come with me and enter the web of intelligence and prosperity.....
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();
------------------
There are no evil coggers, only evil cogs...
mailto:no_oneatall@hotmail.comno_oneatall@hotmail. com</A>
ICQ 81116825
===========================================
Evil Cog master of the Western TC!
JDKNITE188
09-25-2000, 01:25 PM
Why can't I? The console 3do's have different cels and they alternate randomly..
------------------
I am a scout of knowledge, come with me and enter the web of intelligence and prosperity.....
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
------------------
I am a scout of knowledge, come with me and enter the web of intelligence and prosperity.....
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.
------------------
http://millennium.massassi.net/ - Millennium
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.
------------------
http://millennium.massassi.net/ - Millennium
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.
------------------
http://millennium.massassi.net/ - Millennium
Val_Langley
10-08-2000, 08:49 PM
Look in the sequencer cog. It has lights that blink.
Powered by vBulletin® Version 4.1.5 Copyright © 2012 vBulletin Solutions, Inc. All rights reserved.