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Re: Terminals, switches ect.
Posted By: the Battle CatDate: 4/9/04 6:02 a.m.

In Response To: Re: Terminals, switches ect. (Mysterious Presence)

: The easiest way to do it is to build a second terminal right behind the one
: you want to use, so long as they're connected. Place the terminal texture
: and assign a script on the second level, then shift-click the texture you
: want to use as the appearance of the terminal. It will then give the
: appearance of terminals or switches or rechargers or anything else you
: might want to the texture of your choice, and it works fine. Hope that
: made sense...it's been years since I've made a map in Forge and that was a
: technique I used quite frequently.

A simpler way to do this is to create your terminal (be it comm, save, O2 or powerup) then have a poly in front of it that extends ALMOST all the way to the top or bottom of the alcove the terminal resides in. You can have any texture you want on the covering poly. You can access the terminal through a slit you can't even see, just make sure the underlying textures are set to 20 or sometimes you get a glimmer of the slit. I've used this same technique to make it look like a terminal is setting on a horizontal surface when actually the real terminal is behind a slit on a vertical surface.

Gary Simmons
the Battle Cat

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Pre-2004 Posts

Replies:

Terminals, switches ect.Alexander Smith 4/7/04 4:11 p.m.
     Re: Terminals, switches ect.Mark Levin 4/7/04 4:23 p.m.
           Re: Terminals, switches ect.Adam Ashwell 4/7/04 4:25 p.m.
                 Re: Terminals, switches ect.Adam Ashwell 4/7/04 4:26 p.m.
                       Re: Terminals, switches ect.Mark Levin 4/7/04 4:32 p.m.
                             Re: Terminals, switches ect.Adam Ashwell 4/7/04 4:56 p.m.
                                   Re: Terminals, switches ect.Mysterious Presence 4/8/04 8:20 a.m.
                                         Re: Terminals, switches ect.the Battle Cat 4/9/04 6:02 a.m.

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Pre-2004 Posts

 

 

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