12-01-2001, 03:53 PM | #1 |
Question about wall hitags
In the duke3d registered levels there are some walls with hitag of "1", and these walls don't seem to have any action, switch or anything (for example at the pool table in e1l2 or the big door at e2l5). I would like to know why is used that hitag.
Bye [ 12-01-2001: Message edited by: alejandro ] |
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12-01-2001, 09:14 PM | #2 |
Re: Question about wall hitags
I think this is used to make certain walls resistant to lighting effects and bullet holes.
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12-02-2001, 09:07 AM | #3 |
Re: Question about wall hitags
I've tried that and seems to be correct.
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12-02-2001, 10:40 AM | #5 |
Re: Question about wall hitags
You didn't say the bullet holes thing [img]images/icons/wink.gif[/img] [img]images/icons/grin.gif[/img]
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12-10-2001, 10:13 AM | #7 |
Re: Question about wall hitags
I have used this technique to get rid of that annoying thing about walking into the back of a mirror when the sector overlaps a player sector. It seems the game can keep track of which sectors are connected for play by the tags on the walls. Check out the space level (e2l?) that has the 4way hallway at the start and the pottyroom with the big mirror you walk behind. I think I've seen this used for other things also (usually special effects). I hope this helps. [img]images/icons/wink.gif[/img]
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