Decoding Traps

Post everything from general questions, to modding questions, to map WIPs to releases. (SWBF1 only)

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ShadowMarth03

Post by ShadowMarth03 »

No man, the good blast doors did that whole closing-in-a-diamond thing. Try coding that... Then again, maybe if you put a bunch of doors going different angles...
Astute
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Post by Astute »

Well, what if i enlarged the doors and figured out how to slow the animation, then mabye add steam effects when the doors open. Of Course if your talking about the spiral latch kind of doors on the trade fed core ship, thats a no go lol.
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Post by Saturn_V »

You might be able to reskin the prison door into something that looks like it's from the Death Star and make a new doorframe for it maybe.

For best results, you'll need new geometry, or wait for Battlefront 2 - the trailer shows the diamond-blastdoors.

Blastdoors early test:

http://www.gametoast.com/~gt1/anim_test3.wmv
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Post by -_- »

*looks evilly at Satun_V*
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Post by Qdin »

*reminds EVERYBODY about, that Saturnlabs is first to animate in almost everything :P*
dipstick555

Post by dipstick555 »

:shock:


...wow...
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Post by Qdin »

the BEST is, that he's using the SAME AnimationTrigger to open the door, like the Traps :P
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Post by Astute »

hmm, well i'm not using animations, i like my traps to be unpredictable.
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Post by Qdin »

lol - that's cool :P
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Post by Astute »

Good to see that my idea got so much attention, and with all i've achomplished and everything, i'd really like to see my traps in an actual map of my own. However, considering how much time its taking just to complete my map, i'm not sure if i'll have time to add the traps.
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Post by Qdin »

hey - let the good maps take its times :P

just do as you want :D
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