About { Textures

[Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
normaly when using { textures, for example, a ladder texture, i would make it a func wall and then make a section 255 to make the blue part invisable, but for me this isnt working in ns. how do you make the blue bit invisable in ns? and also, how would i go around triggering a door to open after a cetain length of time?

Comments

  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    First of all, this belongs in the mapping help forum, not mapping forum itself.

    You must put the render mode on SOLID and fx amount on 255, that should do it.

    You can for example place a game_start (don't know for sure) and set its target to the door, and put delay for trigger on a certain amount of time (I'm not sure this is correct!!!)
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    To solve your problem, set the rendermode to solid.

    Also, these kinds of posts should be in the mapping help and troubleshooting forum at the top of this one. Please post all future mapping questions in there, or people may flame you.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    sorry for wrong forum, but 1 last thing, i only used the ladder texture as an example. the ones im trying ot use are the alien textures with the blue bits through them, so i want players to be able to pass through them, so i cant set it to solid, what do i do? i tried it as func wall, fx 255, render mode normal, but ingame it was solid + u could see the blue bits
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    'g': you need to set the render mode to solid for the blue parts to disappear.
    on your door query, if you make a multimanager with the name "gamestatredstatus" tehn add aan entry with the name of your door ant the tim in seconds to the end
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    edited April 2004
    Additionally, the palette entry used to mark the transparent parts of your texture must be in slot 255 (the last one). Wally is very usefull to make sure this is true. The color is actually irrelevant, though blue is a nice standard, stands out on most textures and makes it easily distinguashable as a partly-see-through texture.

    So to sum it up:<ol type='1'><li>Use palette entry 255 to paint the tranparent bits. Check this in Wally after importing the texture into a .wad file. Make sure no color bleeds into the surrounding texture by radically changing this palette color after importing in Wally. If you had to make changes in Wally to the pallette, re-create the submips.</li><li>Name the texture with a { prefix.</li><li>Apply the texture on a brush which is turned into a visible brush based entity, such as func_door, func_wall or func_illusionary.</li><li>Set the rendermode to solid and the renderamt to 255.</li></ol>
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