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 Post subject: Start Light
PostPosted: Mon Jul 03, 2000 9:30 am 
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Joined: Wed May 10, 2000 2:01 pm
Posts: 34
Ok now that I can do some really noce bins I want to do a custom Start Light. But I have one question how do I do the lights so they change??
I know I can do it by defining animation in binedit, but will it work that way or will it continue to flash?
Or should I just rip that part out of another start light and insert it into the one I make??


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 Post subject:
PostPosted: Mon Jul 03, 2000 2:04 pm 
Member

Joined: Sat Jun 17, 2000 2:01 pm
Posts: 92
Location: Ardrossan, Alberta, Canada
Well, this sucks, but binedit can't take the faces needed for start lights. They're a type it can't handle, so there's really no simple way to make them. If it's possible, make one red and one green, and have it a train model moving off to the side at VERY high speed, and with a trap so it won't be visible again. the easiest way to do the trap is to have ground boxes at altitude 255 directly above the bin, and then an impossibly high hill meeting the ground box's top. I can explain further or provide an example if you'd like.


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 Post subject:
PostPosted: Mon Jul 03, 2000 4:54 pm 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 19
The farm yard start light will load in binedit. I've heard rumors that the texture names are the trigger to making them work but haven't tried it myself. I made that really wide start light by editing it together. Hope this is a clue.


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 Post subject:
PostPosted: Tue Jul 04, 2000 5:02 am 
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Joined: Sun Mar 05, 2000 2:01 pm
Posts: 236
Ok, lets say your model is called 'mybin'

Now, as we all know when you save it in BinEdit, it creates...

mybin.bin
mybin.bin.info

I heard that you can make bins do all kinda weird things by editing the .bin.info file. Perhaps, you could edit that file to make it do the right thing after you've found out how to turn the info file into a bin file. But, I opened this with Notepad and got...

0
0

Perhaps it needs a different program, or is not a text file?

------------------
-Wipeout


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 Post subject:
PostPosted: Tue Jul 04, 2000 6:46 pm 
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Joined: Wed May 10, 2000 2:01 pm
Posts: 34
Thanx Phin. I will have a go at it and see if it the texture names that do it.

Edit: I have built a test bin with just 2 squares and put the textures on them. Yes it is the texture name that triggers it. Thanx a lot Phineus.

[This message has been edited by REOSPEED (edited 06-07-2000).]


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