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
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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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>> >
>> >
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>>
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