Posted by Stealth on January 08, 1998 at 12:17:20:
In Reply to: Couple of Questions for you guys posted by Ty-Fighter on January 08, 1998 at 10:39:17:
> First of all I'd like to thank everyone who has helped me on my level.I just
> have a few questions to ask.Firstly my level runs but it has the error
> message that reads "adjoined surfaces can't overlap".Is this the reason that
> some of the walls in my level are kind of flashing or transparent?They seem to
> disappear at certain angles and you can see the walls behind them.If so how
> do you fix it?
The adjoins should have only two surfaces, one on each side of it.Say the surfaces each have 4 vertexs, for a total of 8 . Then you must position four of those vertexs where the other four are (exactly). there are several ways of doing it, use the grid,use crtl+shift+drag (snap to Vx) or as somebody else suggested ,look at the posiotn of a vx in the item editor mark down it`s XYZ and then edit another vx to match those numbers . finaly you should unadjoin the surface (alt+a) then readjoin them "a"
> Secondly,a question about adding customized 3do's.You put the 3do in your project
> directory but what about the custom mats that it uses?Do I have to put the MAT files
> in the directory too?
I`m not totaly sure how far Alex programed in the directory structure for a gob.
You may have to make a gob your self to put those in.
But if you want to pick the texture mats you would have to put them in the project directory .
> Third.What does AICLASS mean in the THING EDITOR?I've seen it on a couple of other
> leves now.Could you use it to perhaps make a StormTrooper act like a pedestrian?
I`ll let CogKing or somebody else answer that one haven`t looked at that myself.
> Fourth.How would I go about changing the mission parameters of a level?Say I wanted
> to end the level when I got into a room or killed all the StormTroopers.
Look down a few msgs on the 6 /jan was the same thing with answers
> Lastly.How do you make bottemless pits?
Set the "Pit" sector flag.