Cybernaught wrote:How do I tell the game engine to spin the textured planes the way they do in SP? Does it require a specific animation Msg or something to set speed/direction of rotation? If so, what's the Msg syntax, and where is it placed?
There are three methods to accomplish this effect.
1) Use an animated sprite that rotates on its own. The teleporter sprites may actually already do that, so select the texture and then apply to the brush, reposition and resize as necessary.
2) If using a circular plane for the brush, then select the brush and click on the properties tab. open the TEXTUREEFFECTS dropdown menu and select one indicated for spin. There may be more than one, and the list is long.
3) Rotate World OBJECT, adjusting X, Y, or Z appropriately
Regardless of the method chosen, you may want to test each one by processing the map and running the .dat from the custom folder.
Cybernaught wrote:Once working, do I need to do anything further to get the animation to disappear for a few seconds while it resets itself?
This one I don't know yet, but there is a way to start hidden, and the trigger activates it, then a delay to hide again. That is all I know at the moment, as I have not fully worked with this aspect of triggers.
Cybernaught wrote:Also, the animation in SP is translucent (i.e. semi-transparent). Do I have to do anything in particular to create that effect, or is it already built into the appropriate textures?
First check the sprite or texture, as some are already transparent. otherwise, add a Breakable or similar OBJECT that includes a surface override selection and set to Translucent and change Alpha from 1.000 to anything less (I usually use 0.750). Nest the brush under the OBJECT. Additionally, you may want to change the lighting on the brush in properties by changing the color from black (dull, flat color) to a color that compliments the texture used.
Cybernaught wrote:Looking through your instructions, the one thing that I think I need a better understanding about is how to use/manipulate Sprites. I haven't worked with that aspect of DEdit yet, so if there are any specific rules that I need to know about how to use them, please let me know.
Don't worry too much about manipulating sprites, just using them. They are animated textures, using at least 2 but usually more regular textures found in the textures folders. Using them can save some hassle for animated surfaces!
Cybernaught wrote:Lastly, I'd love to look at your own teleporter (I assume it is a Prefab?) When will it be available, and how do I download it?
If you have DropBox, then you can join the Free System HangmanEXE and I are enjoying for building in DEdit. I have the rotating datablocks in there. Also refer to the following thread for "prefabs" that are available to the public:
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