Unfortunately, adding stairs this way is currently impossible. In order for this type of texture-mapping to work, the surfaces to be textured have to be perfectly verticle.
HoN
HoN
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Show posts MenuQuote from: Pumaman on Sun 05/06/2005 23:32:14
* Added support for having pointer variables in structs.
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* Added DynamicSprite.Crop
sectors[numSectors-1].numCubes = 0;
Quote from: SteveMcCrea on Fri 16/09/2005 01:25:24
If it's a ceiling in an indoor scene, why not just make it one of the unsorted prims? It should work anyway, but the unsorted prims are essential for speed.
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Not really. It handles slightly overlapping prims pretty well (usually!). I'll be interested to see your example.
QuoteQuoteThere's an obvious workaround, though.
The engine cannot handle flipped sprites (in character views) properly.
Quote from: Edmundo on Thu 15/09/2005 06:53:26
I'd like to point out that in the manual, under script reference\script language keywords\data types there is no mentioning of the bool type. I assume is a 1bit type, right?
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And uh.. is there a size for enums?
Quote from: SteveMcCrea on Sat 10/09/2005 03:09:01
Oh, so you don't need my edit then
Quote from: SteveMcCrea on Fri 09/09/2005 14:46:17(... Steve's suggestions snipped)
As for your texture mapper, that's nice work. It just needs to be perspective correct.
Quote from: SteveMcCrea on Sun 04/09/2005 16:39:16
The movable flag is basically how it works right now
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How's the texture mapper coming along?
Quote from: SteveMcCrea on Sat 27/08/2005 20:26:11
- editor can rotate multiple selected objects at once (around the largest object)
Quote from: Darth Mandarb on Sat 20/08/2005 21:35:57
lastly, would it be possible to use a background (starfield) that would loop/scroll (AGS can already do this) so that as Cosmo navigates around the scene the stars would be moving in the background?
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