Well, I tried this, but it's crashing the game....

2010/6/6 Igor Krucko <padawan3...@hotmail.com>:
>
> I believe you could make it a func_brush,
> make it start disabled,
> and then enable it with a trigger,
> or a logic auto.
>
>
>                                                                            
> Igor
>
>
>
>
>> From: hlmappers-requ...@list.valvesoftware.com
>> Subject: hlmappers Digest, Vol 28, Issue 2
>> To: hlmappers@list.valvesoftware.com
>> Date: Sun, 6 Jun 2010 06:44:48 -0700
>>
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>> Today's Topics:
>>
>>    1. Changing textures on the run (Peter Enerccio)
>>    2. Re: Changing textures on the run (Tobias Kammersgaard)
>>    3. Re: Changing textures on the run (Peter Enerccio)
>>    4. Re: Changing textures on the run (Tobias Kammersgaard)
>>    5. Re: Changing textures on the run (Bluestrike)
>>    6. Re: Changing textures on the run (Peter Enerccio)
>>    7. Re: Changing textures on the run (Major Johnson)
>>    8. Re: Changing textures on the run (Joe W-A)
>>    9. Re: Changing textures on the run (Tobias Kammersgaard)
>>   10. Re: Changing textures on the run (Christopher Jones)
>>
>>
>> ----------------------------------------------------------------------
>>
>> Message: 1
>> Date: Sat, 5 Jun 2010 21:53:45 +0200
>> From: Peter Enerccio <enerc...@gmail.com>
>> Subject: [hlmappers] Changing textures on the run
>> To: hlmappers@list.valvesoftware.com
>> Message-ID:
>>       <aanlktilpyfqbmecpxxeeiojmq7_rh9hmazot4jjol...@mail.gmail.com>
>> Content-Type: text/plain; charset=ISO-8859-1
>>
>> Is it possible to change texture of a brush during the gameplay?
>>
>> I would like to have an appearing staircase on my map, that should
>> appear out of nowhere. I don't know the best way to do it. The
>> staircase will be huge, so using train would be impractical I think.
>>
>> Thanks a bunch, Ener
>>
>>
>>
>> ------------------------------
>>
>> Message: 2
>> Date: Sat, 5 Jun 2010 22:26:22 +0200
>> From: Tobias Kammersgaard <tobias.kammersga...@gmail.com>
>> Subject: Re: [hlmappers] Changing textures on the run
>> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
>> Message-ID:
>>       <aanlktinoyg2mqfehgoqjbh5lwvc7oklmplgraruw7...@mail.gmail.com>
>> Content-Type: text/plain; charset=ISO-8859-1
>>
>>  I'd say the only way to do that would be a func_illusionary with the
>> textures you want. You can't change the texture of a brush.
>>
>>
>>  - ScarT
>>
>>
>> On 5 June 2010 21:53, Peter Enerccio <enerc...@gmail.com> wrote:
>>
>> > Is it possible to change texture of a brush during the gameplay?
>> >
>> > I would like to have an appearing staircase on my map, that should
>> > appear out of nowhere. I don't know the best way to do it. The
>> > staircase will be huge, so using train would be impractical I think.
>> >
>> > Thanks a bunch, Ener
>> >
>> > _______________________________________________
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
>> >
>> >
>>
>>
>> ------------------------------
>>
>> Message: 3
>> Date: Sat, 5 Jun 2010 22:32:49 +0200
>> From: Peter Enerccio <enerc...@gmail.com>
>> Subject: Re: [hlmappers] Changing textures on the run
>> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
>> Message-ID:
>>       <aanlktilvc3uwr9wbmpfnoaqxrcnela2fwq0ovhgqz...@mail.gmail.com>
>> Content-Type: text/plain; charset=ISO-8859-1
>>
>> So it will be invisible?
>>
>> 2010/6/5 Tobias Kammersgaard <tobias.kammersga...@gmail.com>:
>> > ?I'd say the only way to do that would be a func_illusionary with the
>> > textures you want. You can't change the texture of a brush.
>> >
>> >
>> > ?- ScarT
>> >
>> >
>> > On 5 June 2010 21:53, Peter Enerccio <enerc...@gmail.com> wrote:
>> >
>> >> Is it possible to change texture of a brush during the gameplay?
>> >>
>> >> I would like to have an appearing staircase on my map, that should
>> >> appear out of nowhere. I don't know the best way to do it. The
>> >> staircase will be huge, so using train would be impractical I think.
>> >>
>> >> Thanks a bunch, Ener
>> >>
>> >> _______________________________________________
>> >> 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
>> >
>> >
>>
>>
>>
>> ------------------------------
>>
>> Message: 4
>> Date: Sat, 5 Jun 2010 22:41:02 +0200
>> From: Tobias Kammersgaard <tobias.kammersga...@gmail.com>
>> Subject: Re: [hlmappers] Changing textures on the run
>> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
>> Message-ID:
>>       <aanlktiknjbilgojlotinrx6tl9yzxtzs0z_g3s9uz...@mail.gmail.com>
>> Content-Type: text/plain; charset=ISO-8859-1
>>
>> Well you could have brush(es) that's the same shape as your stairs being
>> there constantly. You can change entities but you can't do so with brushes,
>> that's why I want it to be a brush. In my head what you are requesting
>> should be possible!
>>
>> - ScarT
>>
>>
>> On 5 June 2010 22:32, Peter Enerccio <enerc...@gmail.com> wrote:
>>
>> > So it will be invisible?
>> >
>> > 2010/6/5 Tobias Kammersgaard <tobias.kammersga...@gmail.com>:
>> > >  I'd say the only way to do that would be a func_illusionary with the
>> > > textures you want. You can't change the texture of a brush.
>> > >
>> > >
>> > >  - ScarT
>> > >
>> > >
>> > > On 5 June 2010 21:53, Peter Enerccio <enerc...@gmail.com> wrote:
>> > >
>> > >> Is it possible to change texture of a brush during the gameplay?
>> > >>
>> > >> I would like to have an appearing staircase on my map, that should
>> > >> appear out of nowhere. I don't know the best way to do it. The
>> > >> staircase will be huge, so using train would be impractical I think.
>> > >>
>> > >> Thanks a bunch, Ener
>> > >>
>> > >> _______________________________________________
>> > >> 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
>> >
>> >
>>
>>
>> ------------------------------
>>
>> Message: 5
>> Date: Sat, 5 Jun 2010 22:52:51 +0200
>> From: "Bluestrike" <bluestr...@bluestrike.be>
>> Subject: Re: [hlmappers] Changing textures on the run
>> To: "Discussion of Half-Life Mapping"
>>       <hlmappers@list.valvesoftware.com>
>> Message-ID: <d2a6a9885ce94a2d960d01903e7ef...@ares>
>> Content-Type: text/plain; format=flowed; charset="iso-8859-1";
>>       reply-type=original
>>
>> You can use a func brush and toggle it on/off
>> or make the stairs a door and raise it from the floor at a high speed.
>>
>> If its a model it must also be possible to toggle a model since thats what
>> they do in TF2 to open/close a section in maps like dustbowl.
>> (could be a TF2 only feature tough)
>>
>> Thats how I would go for it, since switching the texture does not effect the
>> collision of the object and I asume the stairs would be usable by the
>> player.
>> But there should also be ways to replace a texture, for example: the
>> connections to a button in portal are 2 seperate textures that are toggled.
>>
>>
>>
>> ----- Original Message -----
>> From: "Peter Enerccio" <enerc...@gmail.com>
>> To: <hlmappers@list.valvesoftware.com>
>> Sent: Saturday, June 05, 2010 9:53 PM
>> Subject: [hlmappers] Changing textures on the run
>>
>>
>> > Is it possible to change texture of a brush during the gameplay?
>> >
>> > I would like to have an appearing staircase on my map, that should
>> > appear out of nowhere. I don't know the best way to do it. The
>> > staircase will be huge, so using train would be impractical I think.
>> >
>> > Thanks a bunch, Ener
>> >
>> > _______________________________________________
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
>>
>>
>>
>>
>> ------------------------------
>>
>> Message: 6
>> Date: Sat, 5 Jun 2010 22:53:03 +0200
>> From: Peter Enerccio <enerc...@gmail.com>
>> Subject: Re: [hlmappers] Changing textures on the run
>> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
>> Message-ID:
>>       <aanlktimf0o6arlrwn7akej8tl1b8ecb8zuqgi1djr...@mail.gmail.com>
>> Content-Type: text/plain; charset=ISO-8859-1
>>
>> Well, I plan to have huge stair case + some platforms in the middle
>> appearing after certain time amount.
>> It should be invisible and with no collision. After the time has
>> finished, it should appear out of this air, allowing players to ascend
>> through it.
>>
>> Is it possible to have multiple entities on one brush? I would like to
>> make some parts breakable (as traps - it's a map for zombie master).
>>
>> Ener
>>
>> 2010/6/5 Tobias Kammersgaard <tobias.kammersga...@gmail.com>:
>> > Well you could have brush(es) that's the same shape as your stairs being
>> > there constantly. You can change entities but you can't do so with brushes,
>> > that's why I want it to be a brush. In my head what you are requesting
>> > should be possible!
>> >
>> > - ScarT
>> >
>> >
>> > On 5 June 2010 22:32, Peter Enerccio <enerc...@gmail.com> wrote:
>> >
>> >> So it will be invisible?
>> >>
>> >> 2010/6/5 Tobias Kammersgaard <tobias.kammersga...@gmail.com>:
>> >> > ?I'd say the only way to do that would be a func_illusionary with the
>> >> > textures you want. You can't change the texture of a brush.
>> >> >
>> >> >
>> >> > ?- ScarT
>> >> >
>> >> >
>> >> > On 5 June 2010 21:53, Peter Enerccio <enerc...@gmail.com> wrote:
>> >> >
>> >> >> Is it possible to change texture of a brush during the gameplay?
>> >> >>
>> >> >> I would like to have an appearing staircase on my map, that should
>> >> >> appear out of nowhere. I don't know the best way to do it. The
>> >> >> staircase will be huge, so using train would be impractical I think.
>> >> >>
>> >> >> Thanks a bunch, Ener
>> >> >>
>> >> >> _______________________________________________
>> >> >> 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
>> >
>> >
>>
>>
>>
>> ------------------------------
>>
>> Message: 7
>> Date: Sat, 5 Jun 2010 20:49:06 -0400
>> From: Major Johnson <draco...@gmail.com>
>> Subject: Re: [hlmappers] Changing textures on the run
>> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
>> Message-ID:
>>       <aanlktilia8sukkvw6nyhs8isyqpduyjjpzmlwb59a...@mail.gmail.com>
>> Content-Type: text/plain; charset=ISO-8859-1
>>
>> Or you can use a point_template and forceSpawn the objects.
>>
>> Draco18s
>>
>>
>> On Sat, Jun 5, 2010 at 4:52 PM, Bluestrike <bluestr...@bluestrike.be> wrote:
>>
>> > You can use a func brush and toggle it on/off
>> > or make the stairs a door and raise it from the floor at a high speed.
>> >
>> > If its a model it must also be possible to toggle a model since thats what
>> > they do in TF2 to open/close a section in maps like dustbowl.
>> > (could be a TF2 only feature tough)
>> >
>> > Thats how I would go for it, since switching the texture does not effect
>> > the
>> > collision of the object and I asume the stairs would be usable by the
>> > player.
>> > But there should also be ways to replace a texture, for example: the
>> > connections to a button in portal are 2 seperate textures that are toggled.
>> >
>>
>>
>> ------------------------------
>>
>> Message: 8
>> Date: Sun, 6 Jun 2010 11:29:49 +1000
>> From: Joe W-A <joewa...@gmail.com>
>> Subject: Re: [hlmappers] Changing textures on the run
>> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
>> Message-ID:
>>       <aanlktimjbzylrrilej5nsh7q2rj24am-mo2b33y1x...@mail.gmail.com>
>> Content-Type: text/plain; charset=ISO-8859-1
>>
>> There used to be something called env_texturetoggle but I never looked into
>> it.
>>
>> On 6 June 2010 10:49, Major Johnson <draco...@gmail.com> wrote:
>>
>> > Or you can use a point_template and forceSpawn the objects.
>> >
>> > Draco18s
>> >
>> >
>> > On Sat, Jun 5, 2010 at 4:52 PM, Bluestrike <bluestr...@bluestrike.be>
>> > wrote:
>> >
>> > > You can use a func brush and toggle it on/off
>> > > or make the stairs a door and raise it from the floor at a high speed.
>> > >
>> > > If its a model it must also be possible to toggle a model since thats
>> > what
>> > > they do in TF2 to open/close a section in maps like dustbowl.
>> > > (could be a TF2 only feature tough)
>> > >
>> > > Thats how I would go for it, since switching the texture does not effect
>> > > the
>> > > collision of the object and I asume the stairs would be usable by the
>> > > player.
>> > > But there should also be ways to replace a texture, for example: the
>> > > connections to a button in portal are 2 seperate textures that are
>> > toggled.
>> > >
>> > _______________________________________________
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
>> >
>> >
>>
>>
>> ------------------------------
>>
>> Message: 9
>> Date: Sun, 6 Jun 2010 04:26:44 +0200
>> From: Tobias Kammersgaard <tobias.kammersga...@gmail.com>
>> Subject: Re: [hlmappers] Changing textures on the run
>> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
>> Message-ID:
>>       <aanlktimkqgpbkd_dbjnj0n4i6jp4ehxyphbhvxss_...@mail.gmail.com>
>> Content-Type: text/plain; charset=ISO-8859-1
>>
>> Obviously what you're trying to do is possible in several different ways
>> :-)!
>>
>> - ScarT
>>
>>
>> On 6 June 2010 03:29, Joe W-A <joewa...@gmail.com> wrote:
>>
>> > There used to be something called env_texturetoggle but I never looked into
>> > it.
>> >
>> > On 6 June 2010 10:49, Major Johnson <draco...@gmail.com> wrote:
>> >
>> > > Or you can use a point_template and forceSpawn the objects.
>> > >
>> > > Draco18s
>> > >
>> > >
>> > > On Sat, Jun 5, 2010 at 4:52 PM, Bluestrike <bluestr...@bluestrike.be>
>> > > wrote:
>> > >
>> > > > You can use a func brush and toggle it on/off
>> > > > or make the stairs a door and raise it from the floor at a high speed.
>> > > >
>> > > > If its a model it must also be possible to toggle a model since thats
>> > > what
>> > > > they do in TF2 to open/close a section in maps like dustbowl.
>> > > > (could be a TF2 only feature tough)
>> > > >
>> > > > Thats how I would go for it, since switching the texture does not
>> > effect
>> > > > the
>> > > > collision of the object and I asume the stairs would be usable by the
>> > > > player.
>> > > > But there should also be ways to replace a texture, for example: the
>> > > > connections to a button in portal are 2 seperate textures that are
>> > > toggled.
>> > > >
>> > > _______________________________________________
>> > > 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
>> >
>> >
>>
>>
>> ------------------------------
>>
>> Message: 10
>> Date: Sun, 6 Jun 2010 14:44:45 +0100
>> From: Christopher Jones <cjones.ke...@gmail.com>
>> Subject: Re: [hlmappers] Changing textures on the run
>> To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com>
>> Message-ID:
>>       <aanlktiljm3v7lxpiynpsc44ve03czyu-7v7t3jf4m...@mail.gmail.com>
>> Content-Type: text/plain; charset=ISO-8859-1
>>
>> As mentioned earlier, a point_template would solve all your ills. You could
>> also use http://developer.valvesoftware.com/wiki/Material_modify_controlwith
>> custom materials; use the material_modify_control on the materials'
>> $alpha value to make it fade in (I think you'll want StartFloatLerp for
>> this); have the materials start with an $alpha of 0 (ie invisible) and, when
>> spawned, set them up to gradually increase their $alpha to 1 (opaque).
>>
>> On 6 June 2010 03:26, Tobias Kammersgaard 
>> <tobias.kammersga...@gmail.com>wrote:
>>
>> > Obviously what you're trying to do is possible in several different ways
>> > :-)!
>> >
>> > - ScarT
>> >
>> >
>> > On 6 June 2010 03:29, Joe W-A <joewa...@gmail.com> wrote:
>> >
>> > > There used to be something called env_texturetoggle but I never looked
>> > into
>> > > it.
>> > >
>> > > On 6 June 2010 10:49, Major Johnson <draco...@gmail.com> wrote:
>> > >
>> > > > Or you can use a point_template and forceSpawn the objects.
>> > > >
>> > > > Draco18s
>> > > >
>> > > >
>> > > > On Sat, Jun 5, 2010 at 4:52 PM, Bluestrike <bluestr...@bluestrike.be>
>> > > > wrote:
>> > > >
>> > > > > You can use a func brush and toggle it on/off
>> > > > > or make the stairs a door and raise it from the floor at a high
>> > speed.
>> > > > >
>> > > > > If its a model it must also be possible to toggle a model since thats
>> > > > what
>> > > > > they do in TF2 to open/close a section in maps like dustbowl.
>> > > > > (could be a TF2 only feature tough)
>> > > > >
>> > > > > Thats how I would go for it, since switching the texture does not
>> > > effect
>> > > > > the
>> > > > > collision of the object and I asume the stairs would be usable by the
>> > > > > player.
>> > > > > But there should also be ways to replace a texture, for example: the
>> > > > > connections to a button in portal are 2 seperate textures that are
>> > > > toggled.
>> > > > >
>> > > > _______________________________________________
>> > > > 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
>>
>>
>>
>> End of hlmappers Digest, Vol 28, Issue 2
>> ****************************************
>
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