Argh! Help Needed!
Era_Jorma
Join Date: 2004-02-21 Member: 26750Members
<div class="IPBDescription">n00b mappers help request</div> I´ve started mapping again lately.. (never did anything great) and I feel, that i could doo some amazing maps, with a little help, and plenty of time.. SO i could give the time and the precision and some of you could give the help...
1. How to make fe. the ladder textures blue parts to get invisible?
2. WTH is bad surface? how to fix it?
3. How to make an elevator or an door that opens upways?
I´m thanking you now, because I suppose you´re so kind to help me out of this misery..
<!--emo&::skulk::--><img src='http://www.natural-selection.org/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.natural-selection.org/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.natural-selection.org/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
1. How to make fe. the ladder textures blue parts to get invisible?
2. WTH is bad surface? how to fix it?
3. How to make an elevator or an door that opens upways?
I´m thanking you now, because I suppose you´re so kind to help me out of this misery..
<!--emo&::skulk::--><img src='http://www.natural-selection.org/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.natural-selection.org/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.natural-selection.org/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
Comments
1) Make it an entity, func_wall, set rendermode to "solid" and render amount to "255".
2) Haha, I hate this error, it is a texture alignment error, usually from stretching textures too small one direction and not the other on a tiny face. Good luck fixing, I have posted a more thorough examination of BSE in my thread of "Common Errors" stickied in MH&T (the forum above this one.)
3) Set yaw to -1, in the properties dialog. EDIT: For elevators I always use path_corners and func_train.
~ DarkATi
..im still scared of ripping myself into pieces after seeing that BSE.. if i would be a TSA marine and i would see a BSE i would just <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> and <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html//emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif' /><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo-->
does it work the same way with making pink or some other color invisible?
i dont know what the colors are to make them transparent, alothough i have seen the pink texture, aside from the normal blue and black.
and heres an exceprt from the site above:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Masked Textures
Masked textures are textures that have transparent sections to them, with other sections that are opaque. In Half-Life, most of the ladders, grates, and railings were done with masked textures. Anything requiring fine detail that you can see through is a likely candidate for using a masked texture instead of brushwork.
To create a masked texture, paint the texture as you would normally, then paint in the “holes” in the texture by using the color 0 0 255 (pure blue). Any pixel of pure blue will become transparent in the engine. Note that a pixel of color 0 1 255 (amazingly indistinguishably close to pure blue) will not be transparent, so it is vital that you not paint the image with the blue in it from the beginning: more than likely, your visible portions will anti-alias to the background, and your texture will have a blue halo around it. Apply the blue as your last step.
Masked texture brushes need to be brush entities for them to be transparent: if they are standard world geometry, the blue will appear normally. Make them func_wall or func_illusionary entities, give them a rendermode of “solid” and a renderamount of “255”, and they will appear correctly. Note that you can’t shoot through func_walls, so if you have a railing, for instance, it should probably be a func_illusionary with a corresponding clip brush to make it impassable to the player, but not block bullets.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
While on the subject, most people will tell you that to get the masked effect, you need to use a rendermode of SOLID and that the field i nthe RENDERAMOUNT should be 255, because 255 is the palette location to be masked. Not true; ANY number from 1-255 works the same in this field. (I use 1, all the time, myself.)
on my VHE 3.4 there are no option such as RENDERAMOUNT, there is something like FXAMOUNT but i have tried and it doesnt do the thing.. im now trying to make the texture "ALIEN ALPHA"´s blue parts invisible, is it even possible with this texture?
{alieninfest1
{alieninfest2
or a name you want it to have <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Now set the keys as following:
rendermode - solid
fxamount - 255