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additional TE_* types in defs.c ??
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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Wed Nov 15, 2006 2:04 am    Post subject: Reply with quote

Cheapy, I hope your descriptions aren't serious.....
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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Wed Nov 15, 2006 4:12 am    Post subject: Reply with quote

I find a few humorous; especially 2D Cams.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed Nov 15, 2006 1:50 pm    Post subject: Reply with quote

RenegadeC wrote:
I find a few humorous; especially 2D Cams.


goddamit, i wanted to piss you off the internet >=( THIS ISNT THE REACTION I WAS EXPECTING
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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Wed Nov 15, 2006 6:00 pm    Post subject: Reply with quote

CheapAlert wrote:
RenegadeC wrote:
I find a few humorous; especially 2D Cams.


goddamit, i wanted to piss you off the internet >=( THIS ISNT THE REACTION I WAS EXPECTING


pwn.
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Fri Nov 17, 2006 9:00 am    Post subject: Reply with quote

Your best bet would be to actually look at the Target Quake code...

dayfive wrote:
a few things i was wondering about,

1) how might you make the disappearing/reappearing brushes like in targetQ?? those were intrinsic to both the megaman x and original series!
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CocoT



Joined: 14 Dec 2004
Posts: 599
Location: Belly-Gum

PostPosted: Fri Nov 17, 2006 10:07 am    Post subject: Reply with quote

Cool skin for the player model, dayfive Smile It looks a bit "rough" on that pic, but I'm sure it'll be fine once seen from a little distance in the scrolling game. And, anyway, you can always refine it later if needed.
As far as appearing/disappearing brushes are concerned, I don't know, but one option could be to have mdl objects and play with transparency and solidity. I tried that once (kind of the thing you want to do, I think, sort of "trick platforms") and it worked ok. Only thing is, once the platform becomes solid again, you want to make sure the player is not caught in between, otherwise he will get "stuck" in the model... I'm sure some better coder here could tell you what to check in terms of size and stuff so that it doesn't happen...
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