I'm working on that right now. Just found milkshake, trying to get it to apply my texture to my shape...
----- Original Message ----- From: "Peter Enerccio" <[email protected]> To: "Discussion of Half-Life Mapping" <[email protected]> Sent: Sunday, August 02, 2009 2:58 PM Subject: Re: [hlmappers] How to hack an image into a map? Maybe you should try to make model out of the image and insert it that way? On Sun, Aug 2, 2009 at 8:45 PM, Nathan West<[email protected]> wrote: > 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. >> >>>>> > > > >> >>>>> > > > >> >>>>> > > > _______________________________________________ >> >>>>> > > > 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 >> >> > _______________________________________________ > 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
