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ForumsCog Forum → 3do Surface cog commands...
3do Surface cog commands...
2000-09-24, 5:48 AM #1
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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2000-09-24, 9:09 AM #2
you cant. you have to change the whole model. just have different models and use SetThingModel();

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2000-09-25, 10:25 AM #3
Why can't I? The console 3do's have different cels and they alternate randomly..

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2000-09-25, 12:03 PM #4
why dont you look in the cogs that control the console's surfaces for some hints?
2000-09-26, 1:20 AM #5
I guess I could do that LJ.... I will just look in MOTS.tpl and find the console template

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2000-09-26, 6:14 AM #6
The console with the alternating surface uses MaterialAnim, I believe.
2000-09-26, 7:49 AM #7
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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http://millennium.massassi.net/ - Millennium
2000-10-06, 12:27 PM #8
hmm, i have used MaterialAnim(); on a 3do before...

so you just cant use the SetMaterialCell();
I'm just an old man with a skooma problem.
2000-10-06, 12:33 PM #9
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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http://millennium.massassi.net/ - Millennium
2000-10-08, 10:06 AM #10
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?
2000-10-08, 12:34 PM #11
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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http://millennium.massassi.net/ - Millennium
2000-10-08, 5:49 PM #12
Look in the sequencer cog. It has lights that blink.
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