Agreed. Overlays and Decals are point entities, so you should be able to place them in the map. Otherwise, your only choice is a two-dimensional model, probably as a prop_static.
On Sat, Aug 1, 2009 at 1:32 PM, Bluestrike <[email protected]> wrote: > It should still work with a info_decal entity or info_overlay entity > (overlay is assigned to a specific brush so I am not sure if that works). > They are projected on a brush, you can't have a text in the middle of the > game world then you would need a sprite or need the mapeditor. > Now I don't know what kind of overhead takes place during a compile and if > decals are someow assigned to brushes or anything > but its the only way i can think of that some server plugins use to display > things on walls in the levels. > > You just have to create a vtf anf vmt file for your texture. > (you mentioned op4, are you talking about the originial hl:opossing force?, > then you need a wad file that contains the image) > > A harder way would also be adding a prop_static (model) thats just a flat > plane with your texture. > > > ----- Original Message ----- > From: "Ook" <[email protected]> > To: "Discussion of Half-Life Mapping" <[email protected]> > Sent: Saturday, August 01, 2009 6:01 PM > Subject: Re: [hlmappers] How to hack an image into a map? > > > >I thought I made it clear I was doing this by editing the entities in an > > existing .BSP. I guess I wasn't clear enough because based on the replies > > I'm getting, not one you realizes that. I'm sorry for not being more > > specific. > > > > This is an existing OP4 map (.BSP) that I don't have the source for, and > > I'm > > NOT USING HAMMER. I extract the entities, make the desired changes, and > > import the entities back into the .BSP. This basically means you can't > > touch > > any brush based entities, and can only add/edit/delete point based > > entities. > > There are some exceptions - you can add a trigger_teleport, for example, > > without associating it with a brush. When you do this it acts like a > point > > entity. > > > > This is typically done to add/edit/delete sprites, teleports, spawn > > points, > > weapons, etc. > > > > So, given the above limitations, how do you add a static non-rotating > sign > > to a map? I know it can be done - I've seen it. And you don't do it with > > sprites because what I saw years ago was not rotating. A sprite rotates > to > > face the viewer. I've searched all over and I can't find out how this was > > done nor can I find the map. Someone had taken a map and added a > > non-rotating sign advertising their server, and they did it by modifying > > the > > entities and importing them back into the map. > > > > > > > > > > > > > > ----- Original Message ----- > > From: "Nathan West" <[email protected]> > > To: "Discussion of Half-Life Mapping" <[email protected]> > > Sent: Saturday, August 01, 2009 8:52 AM > > Subject: Re: [hlmappers] How to hack an image into a map? > > > > > >> If you want just the image pasted on a brush, use the decal or overlay > >> tool > >> to place it. > >> > >> On Sat, Aug 1, 2009 at 9:31 AM, Niels Gade <[email protected]> wrote: > >> > >>> You can edit brush faces by pressing Shift + A and then selecting the > >>> face > >>> you want to change. Follow this to create a custom texture. > >>> http://developer.valvesoftware.com/wiki/Creating_a_Material > >>> > >>> 2009/8/1 Tobias Kammersgaard <[email protected]> > >>> > >>> > WHY DON'T YOU JUST APPLY IT TO A BRUSH AND STICK IT TO THE WALL LOL > >>> > OUT > >>> > LOUD > >>> > > >>> > /ScarT > >>> > > >>> > > >>> > 2009/8/1 Nathan West <[email protected]> > >>> > > >>> > > While I honestly don't know, I would think a decal or overlay > placed > >>> > > on > >>> > an > >>> > > invisible or nodrawed brush would do the trick. Also, I know source > >>> > > supports > >>> > > alpha channels in surface textures (there's a railing texture > that's > >>> > > invisible between the rails), so perhaps you could create a > material > >>> > using > >>> > > your image on a transparent background and apply that to a brush. > >>> > > > >>> > > On Sat, Aug 1, 2009 at 12:47 AM, Ook <[email protected]> > wrote: > >>> > > > >>> > > > I have a map that I have modified extensively by modifying the > >>> > entities. > >>> > > I > >>> > > > would like to add a static image to the map. I can do this with a > >>> > sprite, > >>> > > > but the problem is that it "rotates" to face the viewer. Is there > >>> > > > a > >>> way > >>> > > to > >>> > > > stop it from rotating? > >>> > > > > >>> > > > Many years ago I had a modified map - crossfire or snark_pit, I > >>> > > > think > >>> - > >>> > > > that > >>> > > > someone had added signs to the map by adding/editing entities. > >>> > > > They > >>> > > > appeared > >>> > > > as static, non-rotating images on the wall. How do you do this? > >>> > > > Since > >>> > I'm > >>> > > > editing the entities, I obviously can't just add a brush and > stick > >>> > > > on > >>> > the > >>> > > > wall and apply my texture to it. > >>> > > > > >>> > > > > >>> > > > _______________________________________________ > >>> > > > To unsubscribe, edit your list preferences, or view the list > >>> archives, > >>> > > > please visit: > >>> > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > >>> > > > > >>> > > > > >>> > > _______________________________________________ > >>> > > To unsubscribe, edit your list preferences, or view the list > >>> > > archives, > >>> > > please visit: > >>> > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > >>> > > > >>> > > > >>> > _______________________________________________ > >>> > To unsubscribe, edit your list preferences, or view the list > archives, > >>> > please visit: > >>> > http://list.valvesoftware.com/mailman/listinfo/hlmappers > >>> > > >>> > > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list archives, > >>> please visit: > >>> http://list.valvesoftware.com/mailman/listinfo/hlmappers > >>> > >>> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlmappers > >> > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
