Try overlays- they're linked to individual brush faces, and you can control
all of the coordinates from the properties box of info_overlay

On Sat, Aug 1, 2009 at 7:21 PM, Bluestrike <[email protected]> wrote:

> 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.
> >>>>> > > >
> >>>>> > > >
> >>>>> > > > _______________________________________________
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> >>>>> > > >
> >>>>> > > >
> >>>>> > > _______________________________________________
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> >>>>> > >
> >>>>> > >
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> >>>>>
> >>>>>
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> >>>>
> >>>
> >>>
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> >>
> >>
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> >>
> >
> >
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