Weldables Help

XeroXero Join Date: 2002-11-14 Member: 8565Members, Constellation
edited January 2003 in Mapping Forum
<div class="IPBDescription">Need to see through grating</div> OK, I obviously suffered from poor communication when I first asked this so I will try to restate everything more clearly. I have a few func_weldable's in my map. They are set to rendermode Solid and FX Amount 255. These welds are set to weld shut. I am using a grating texture. Initially, the grate can be seen and the holes are transparent, yet it can still be walked through. After welding, the grate can be seen but the holes are black and it cannot be walked through. I want it so the grate is entirely invisible to begin with, but then it can be seen and have transparent holes once welded. Here is a summary of what I have and what I want:

What I have now:

Before Welding:
Grate can be seen.
Holes are transparent.
Grate can be walked through.

After Welding:
Grate can be seen.
Holes are NOT transparent (they are black).
Grate CANNOT be walked through.

What I want to have:

Before Welding:
Grate CANNOT be seen.
Holes CANNOT be seen (because grate cannot be seen).
Grate can be walked through.

After Welding:
Grate can be seen.
Holes are transparent.
Grate CANNOT be walked through.

If anyone can please tell me how to do this I would greatly appreciate it.

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    " { " = as first letter of the texture name means, last color of this texture is transparent if render solid and black if not.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    is teh grate being destroyed or added?
  • XeroXero Join Date: 2002-11-14 Member: 8565Members, Constellation
    It is being added.
  • XeroXero Join Date: 2002-11-14 Member: 8565Members, Constellation
    I am still sitting in the dark. Could someone please help?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited January 2003
    OK here's what i've done. Make the grate out of a func_wall_toggle and have the func_wledable target the grate on weld. I made the func_weldable itself always visble and looking like a small control panel.
  • XeroXero Join Date: 2002-11-14 Member: 8565Members, Constellation
    Smart thinking. Thanks Chrome_Angel.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Im hardly trying to make this with a trigger_once that kills the weldable and toggles the func_wall_toggle, but it does nothing <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
    Now my weldable correctly toggles a func_wall toggle wich is semi transparent - but the weldable itself still acts wrong.
    I want the weldable to be (and stay) invisible AND illusionary all the time
    or want it do dissaper completely (kill target)
    but that does not work.
  • XeroXero Join Date: 2002-11-14 Member: 8565Members, Constellation
    Well, Chrome Angel, I tried your suggestion but I still have a problem. I made the func_weldable so it is always invisible even after welding, and placed it where the grating over the vent would be. Then i put the func_wall_toggle right behind it but still in the vent. As far as looks go, the wall turns on once the weldable is welded. It can be walked through before welding, and cannot be walked through after welding. However (everyone hates this word), bullets and grenades will not pass through the wall before the weldable is welded, even though it appears clear and can be walked through. The bullets stop and grenades bounce back (not good for marines). Is there any way to fix this or do you have another suggestion?
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    since the grating appears black when it should be invisible, try the alternate method of ADDITIVE mode and 255.
    SOLID is for blue invisible, ADDITIVE is for black invisible usually.

    mind you, it may glow....
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Xero, are your bullets hitting the weld or the wall?

    *** Makes note to test for this on AtomicMass ***
  • XeroXero Join Date: 2002-11-14 Member: 8565Members, Constellation
    I am -assuming- the wall, because I believe they worked find when I just had the weld to begin with. But I'm not 100% certain. I guess I'll have to make a test map, because my real one takes 15 minutes to compile.
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