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Wrong Material Files


sparhawk

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Any object that should be frobable, must have this included in it's material:

   {
     if ( parm11 >= 0.5 ) 
     blend  add
     map     <path to texture>
     rgb  .50
  }

 

This will cause the frobhighlight to work, otherwise it will not highlight when frobbed. It doesn't matter wether an object is really frobable in a map, because this can be controled by setting

frobable = [1/0]

 

in the actual entity definition in the map. But an object that is potentially frobable, like keys are, they must have this in their material definition. Doors, chests and other stuff also must have this. If they are not to be frobbed in a specific map, then they should be disabled by setting "frobable = 0".

Gerhard

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