Decals are automaticly projected on any nearby brushes, but you said you tried already? They are able to show those spay logo decals ingame maybe that can sent you in the right direction.
----- Original Message ----- From: "Ook" <[email protected]> To: "Discussion of Half-Life Mapping" <[email protected]> Sent: Saturday, August 01, 2009 11:53 PM Subject: Re: [hlmappers] How to hack an image into a map? >I tried info_decal already. I loaded the map into Hammer (decompiled > version - can't be used to recompile) and put an info_decal on a wall to > see > what it did to the .map file. All it did was add the infodecal entity. And > the only properties of the entity are the texture name and origin. It is > not > linked to any specific brush like brush based entities are, nor is there > any > orientation information. I already had my texture in a wad, and I added > the > wad to the wad list at the top of the entity file. I also tried it with > stock textures. Doesn't show in the map. > > My guess is that something happens at compile time to make this work. The > entity entry doesn't have any orientation information in it, so the > compiler > probably figures this out and applies the texture to whatever brush it > finds > at those coordinates at compile time. > > monster_generic...that might do the job. You can hack a monster_generic > into > the map, and it appears so that doesn't appear to require any compile time > work. > > ----- Original Message ----- > From: "Bluestrike" <[email protected]> > To: "Discussion of Half-Life Mapping" <[email protected]> > Sent: Saturday, August 01, 2009 10:32 AM > Subject: Re: [hlmappers] How to hack an image into a map? > > >> 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
