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Old 05-11-12, 20:13   #5021
LadyCupcake
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Is it possible to use bridge flat object together with elevator script and keypad to choose floor?
If yu just type the index of the bridge flat object as elevator index, would the bridge flat object move?
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Old 05-11-12, 20:21   #5022
Titak
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Quote:
Originally Posted by Soul View Post
Is it possible to "kill" any objects as in "let them and their colission disappear"?

I know it works for animating, but will it also work for the puzzle_done for example?

Forum Effect: I think I found the right trigger
; Set Trigger Type - ACTION 13
; Exporting: TRIGGER(5389:0) for ACTION(-1)
; <#> :
; <&> : Perform (E) flipeffect on <#>object
; (E) : 21: Hide object. Makes #ANIMATING invisible
; Values to add in script command: $4000, 65535, $150D
If that does not work, you could always try moving the whole thing into the wall or floor.
It's what I've done a couple of times in my MoA levels.
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Old 06-11-12, 18:12   #5023
HURLEYstickmen
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Edit: I've fixed it now. I had to put 16 save slots instead of 10. Silly me.

Last edited by HURLEYstickmen; 06-11-12 at 19:58. Reason: Fixed it.
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Old 06-11-12, 21:52   #5024
Tesla
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Is it possible to remedy those ugly bars when you enter the inventory/statistics? I love the effect used in The Eggs where the menu turns red because it totally eliminates the bars, but I'm not sure if that's exclusive to TREP.
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Old 06-11-12, 22:04   #5025
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Nope, that effect is not possible (yet) with TRNG.
No idea if Paolone will ever resurface again and if that will be added though.

Setting the texturedepth to 16 bit in the gamesetup gets rid of those bars but it also reduces the texture quality considerably.
I once had the texture depth set to 16 by accident while testing my MoA levels and it looked quite different... Not prettier...
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Old 07-11-12, 02:44   #5026
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Ah, I see. It'd definitely be a nice feature to have in the future, but I guess it's not too horrible for now.
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Old 07-11-12, 19:41   #5027
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Never mind...
Did it in one way...

Last edited by Raider99; 07-11-12 at 21:20.
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Old 08-11-12, 10:59   #5028
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Quote:
Originally Posted by Titak View Post
Setting the texturedepth to 16 bit in the gamesetup gets rid of those bars but it also reduces the texture quality considerably.
I once had the texture depth set to 16 by accident while testing my MoA levels and it looked quite different... Not prettier...
16 bit makes stuff prettier sometimes.
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Old 08-11-12, 16:33   #5029
Titak
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^
How on earth can it because 16 bit houses less quality than 32.


@ Tesla:
I am getting rid of the bars now by using a compass item that has a background image edited into it.
The TR2 version of this can be downloaded at TRSearch Engine.
And since I also use the SaveGamePanel I only have those bars in the Pauzed menu (Options).
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Old 08-11-12, 19:02   #5030
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Quote:
Originally Posted by Titak View Post
^
How on earth can it because 16 bit houses less quality than 32.
Sometimes it makes the textures look better by lowering it's quality. o-o
I don't know, but it sometimes look better.
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