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 >> >> Send hlmappers mailing list submissions to >> hlmappers@list.valvesoftware.com >> >> To subscribe or unsubscribe via the World Wide Web, visit >> http://list.valvesoftware.com/mailman/listinfo/hlmappers >> or, via email, send a message with subject or body 'help' to >> hlmappers-requ...@list.valvesoftware.com >> >> You can reach the person managing the list at >> hlmappers-ow...@list.valvesoftware.com >> >> When replying, please edit your Subject line so it is more specific >> than "Re: Contents of hlmappers digest..." >> >> >> 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 >> **************************************** > > > _________________________________________________________________ > MSN Dating: Find someone special. 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