Transparent walls
Ikaros
Join Date: 2009-03-02 Member: 66606Members
I have created a couple of sticky walls and corners, so I figured I would patch some of these spots up. But I couldn't find <i>{blue</i> in my texture inventory like I am used to. I am using the following wads:
Using Wadfile: \programfiler\steam\steamapps\ikarosmike@hotmail.com\half-life\ns\ns.wad
Using Wadfile: \programfiler\steam\steamapps\ikarosmike@hotmail.com\half-life\ns\ns2.wad
Including Wadfile: \programfiler\valve hammer editor\tools\zhlt.wad
Using Wadfile: \programfiler\steam\steamapps\ikarosmike@hotmail.com\half-life\ns\decals.wad
Can I use the Half-Life wads? And if so, from what folder should I get the wads to avoid wad files being download on map server boot? And weren't there a ladder texture / transparent-pink-or-yellow-face texture I was supposed to use for this (like the AAAtrigger)? I can remember something about how you shouldn't use the {blue texture.
Using Wadfile: \programfiler\steam\steamapps\ikarosmike@hotmail.com\half-life\ns\ns.wad
Using Wadfile: \programfiler\steam\steamapps\ikarosmike@hotmail.com\half-life\ns\ns2.wad
Including Wadfile: \programfiler\valve hammer editor\tools\zhlt.wad
Using Wadfile: \programfiler\steam\steamapps\ikarosmike@hotmail.com\half-life\ns\decals.wad
Can I use the Half-Life wads? And if so, from what folder should I get the wads to avoid wad files being download on map server boot? And weren't there a ladder texture / transparent-pink-or-yellow-face texture I was supposed to use for this (like the AAAtrigger)? I can remember something about how you shouldn't use the {blue texture.
Comments
Everyone has it in the .gcf, so it doesn't need to be downloaded.
If you wanna smooth out movement on the map by using invisible walls, you have to use worldbrushes with the clip-texture. Using invisible entities for that purpose is a very bad idea.
Ladder-textures (usually starting with "{" )can also be found in the halflife.wad, but there are some in the ns.wads, too.
The ladder has to be a func_wall or a func_illusionary with rendermode "solid" and renderamount "255".
You can shoot through func_illusionaries and skulks aren't blocked by ladders, so you have to add a clipbrush aswell, if you use a func_illusionary.
Then you place a 1 unit brush with aatrigger texture infront of the ladder and make it a func_ladder.
As you can see in these screenshots, I will need some sort of transparent walls to prevent people from getting stuck on the side of the floor, and to prevent skulks from opening the door below. And I found the CLIP texture, as you said, in the NS folder, but it was called something else in FLF and L.A. the mods I am used to create maps for so that is why I couldn't find it. Again thanks.
<a href="http://img6.imageshack.us/img6/4710/nsgenusdoors1.jpg" target="_blank">http://img6.imageshack.us/img6/4710/nsgenusdoors1.jpg</a>
<a href="http://img119.imageshack.us/img119/5537/nsgenusdoors2.jpg" target="_blank">http://img119.imageshack.us/img119/5537/nsgenusdoors2.jpg</a>
(I liked the door from the NS1 movie I guess.)
Some of the entities don't count towards the <a href="http://www.unknownworlds.com/ns/static/Mapping_Guidelines.html#Appendix_B__Runtime_Entities" target="_blank">and can be found here</a> -> numents in the console will show you your current usage
But then again it should not be a problem since lights and light_spots aren't included as active runtime, or so it seemed from what that note said.
[edit]
ONe more thing to keep in mind, there is quite an annoying "bug" with the HL1 renderer. If you have a brush based entity that exceeds 4000grids (I think it was) in any direction it will be rendered all over the map (even trough walls), completly ignoring leafs and vis compiling.
Do you want skulks to able to move under the door or just not at all? If you want them to be able to move under it without opening it, place a "trigger_multiple" above the grate. This trigger should open the door and the door should close automatically. That way you won't have a problem with skulks opening the door from under the grate <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Æ brukte ett ørtynt lag (1 grid) med CLIP texture rundt døra, der som skulk'an kan springe, så ingen kan åpne opp døra der nede... men, kordan skal æ bruke trigger_multiple tell d der? Vis æ un-groupe døra så vil bare halve døra gå opp, og resten ligge igjen. Æ har brukt circa 5-7 brushes på døra, siden æ ikke gidd å lage mine egne textures.
Uhm, by the way... tell me if other languages beside english is frown upon or not. I'll stop if it discomforts people.
<i>Ik kan ook wel in het Nederlands gaan typen, maar das ook niet echt leuk voor de rest. Oder ins Deutsch vielleicht...</i>
See what I mean, it is kinda alienating the rest of the community, not a good thing IMHO. Also if you're asking questions in a none-English language, won't the question be quite useless?
But I get your point, it was just hard and took a long time to translate the question on multiple triggers, cause I can't see how multiple triggers are relevant to the door opening or staying closed.
Æ brukte ett ørtynt lag (1 grid) med CLIP texture rundt døra, der som skulk'an kan springe, så ingen kan åpne opp døra der nede... men, kordan skal æ bruke trigger_multiple tell d der? Vis æ un-groupe døra så vil bare halve døra gå opp, og resten ligge igjen. Æ har brukt circa 5-7 brushes på døra, siden æ ikke gidd å lage mine egne textures.
Uhm, by the way... tell me if other languages beside english is frown upon or not. I'll stop if it discomforts people.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hehe ja d e æ, men vi tar det på engelsk =)
If you use clip under the door then the skulks won't be able to move through, and that is what you want right?
If you want the skulks to able to move through under the door, then don't clip at all. And above the grate, use a trigger_multiple to trigger the door. IE give the door the name "door01" and make the trigger_multiple trigger "door01" and make the triggerbrush go through the door and be usable on both sides. And set the doors flags to "toggle" and delay before reset to 3 seconds or something. Also reset the trigger a with a little longer delay than the door. Then you won't have problem with skulks opening the door from under the grate. Tell me if this made any sense? also test it as I'm not completely sure, but something along those line should work just fine =)
Btw, spillmodding.no is a norwegian speaking forum with loads of tuts in their wiki and a lot of helpful people on the forum. They don't like people typing in dialects there <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />