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#1 |
Removing Decals - In Game
I was wondering if any of you guy's know if there is a command that can be used to remove Decals from an object whilst the game is in play.
For instance, if you had a Target on a Target Range, that pops up & down from behind a wall when you press a button, each time presenting you with a fresh Target everytime it rises. I know this can be done by just using a number of fresh copies of the same target, but this is not exactly a CPU friendly way of doing things. Also, I know that there is a inbuilt decal remover that removes decals after they reach a certain number ( which you can adjust using the globalconfig.txt file ), to spare the CPU, so there must be some kind of command somewhere, it's just finding it, or perhaps you know of another way to do this. Any help would be great.......CHEERS ![]() ===================================== UPDATE: O.K all, I worked it out myself, i.e. if you use, this->DO_Hide(true); this->DO_Hide(false); directly after one another so that the object textures get refreshed, it seems to remove any decals as well, & because your using this->DO_Hide(true); & this->DO_Hide(false); directly in succession you don't even see the object disappear giving the illusion that the decals are just vanishing like magic.... ![]()
Last edited by HalloweenIV; 04-29-2009 at 09:17 AM.
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#2 |
Re: Removing Decals - In Game
There's also some "No_Decal" material as far as I remember.
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#3 |
Re: Removing Decals - In Game
Yeah, but I wanted the object to initially be able to have decals before removing them,where as the No_Decal material is exactly that, i.e an object covered with this material dose what it say's on the tin, i.e you get no decals full stop, & that's not what I was after, but anyway my method is probably just as easy, if not more so, than any other that could be used but thanks for trying to help anyway mate......
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Last edited by HalloweenIV; 04-30-2009 at 06:22 PM.
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#4 |
Re: Removing Decals - In Game
Slightly off topic, but you can also use the Do_Hide (True / false) to make those fancy Collision mesh triggers from MaxED2 in MaxED1. Very handy way of doing things, if you don't want your level to be covered in gigantic triggers everywhere (you know the kind, with radius 6m or above). It's also useful if you want the player to be surrounded by a trigger (at the start of a level, for example).
To do this, simply make a dynamic mesh with the CharacterCollision_nodraw material (I use a different texture from the regular green one) and turn on dynamic collisions (as well as cont. update). Under DO_CharacterCollides, you set DO_Hide(true), DO_EnableCollisions(false) (unnecessary, but I include it anyway), along with the code you want to be triggered when the player or npc walks through it. It functions more or less the same as a character collision trigger, the only downside being that you can't make it player activated only (any character will trigger it). Like a regular trigger you can add states, custom strings, etc. You also have the added advantage that you can animate it -- if you want a moving trigger, for example. |
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#5 | |
Re: Removing Decals - In Game
Quote:
Yeah, I knew about mesh triggers already, I find that mesh triggers are very handy to use for security camera triggers across the doors of rooms so that when your character enters or exits the room it activates, or deactives that rooms security camera. At first I tried to use a normal trigger for this but found that because normal triggers are round & cover quite a bit more area, & not just the door frame ( like a mesh trigger ), if I went anywhere near a door without the intention of going through it, the trigger would get activated anyway, so it was just useless, but mesh triggers work a treat. But thanks for sharing the tip anyway..... ![]()
Last edited by HalloweenIV; 05-05-2009 at 04:00 PM.
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