Moving Platform and Texture Issues
Posted: Sat Jun 07, 2014 2:55 pm
Okay, multiple issues here.
1) I have four moving platforms I want to use as targets, since you can shoot them. The first I have auto-started, with bShoot set to true and the second is triggered next. It works fine, as the second doesn't trigger until you shoot the first. However, there doesn't seem to be a way to make the third one wait until the second one is shot. It naturally trigger as the nexttotrigger as soon as the second one starts moving. I even tried not using the nexttotrigger for the third platform, giving the second platform a name and using that as the trigger for the third, but it just sits there. I also tried both a logicgate and an independent trigger entity, without success.
2) There seems to be something wrong with how the engine is treating transparent texture. 255, 0, 254. Simple enough but isn't always working. Sometimes, if I reload the texture, it will be fine, then the same texture on a different surface of the brush will stop rendering invisible. I always keep a little 64 x 64 pink texture just to use on the sides and back of a brush where I want to use a face with an image I want 'cut out' with transparency around it. I get the transparency on the face, but my pink edges are showing up pink.
3) Texture misalignment. I have a texture with a centered image on the faces of my moving platforms. I centered them, texture-locked them, then animated them, and assigned the moving platform entities. Going into the level, the faces were misaligned. So I went out, straightened them up, and went back in. One remained in place, but two others were offset. I tried changing and replacing the textures, with the same result. In the editor, the textures look perfectly aligned. In game, offset.
Any thoughts on any of these issues would be greatly appreciated.
1) I have four moving platforms I want to use as targets, since you can shoot them. The first I have auto-started, with bShoot set to true and the second is triggered next. It works fine, as the second doesn't trigger until you shoot the first. However, there doesn't seem to be a way to make the third one wait until the second one is shot. It naturally trigger as the nexttotrigger as soon as the second one starts moving. I even tried not using the nexttotrigger for the third platform, giving the second platform a name and using that as the trigger for the third, but it just sits there. I also tried both a logicgate and an independent trigger entity, without success.
2) There seems to be something wrong with how the engine is treating transparent texture. 255, 0, 254. Simple enough but isn't always working. Sometimes, if I reload the texture, it will be fine, then the same texture on a different surface of the brush will stop rendering invisible. I always keep a little 64 x 64 pink texture just to use on the sides and back of a brush where I want to use a face with an image I want 'cut out' with transparency around it. I get the transparency on the face, but my pink edges are showing up pink.
3) Texture misalignment. I have a texture with a centered image on the faces of my moving platforms. I centered them, texture-locked them, then animated them, and assigned the moving platform entities. Going into the level, the faces were misaligned. So I went out, straightened them up, and went back in. One remained in place, but two others were offset. I tried changing and replacing the textures, with the same result. In the editor, the textures look perfectly aligned. In game, offset.
Any thoughts on any of these issues would be greatly appreciated.