josepezdj wrote:
1. You can use the "tool texture" toolsblack. This texture doesn't code any lightmaps.
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Some props just have no collisions. You can do 2 things here: you can use their surrounding box as collision model, so just select "bounding box" from the dropdown menu in the "Collision" property. Or you can make a brush textured on the playerclip toolstexture covering the whole bed.
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First you must do is to ALWAYS name the instances you are going to fire I/O to (by using the "fixup name" property). Now, if what you meant was "how do I fire an output to an entity that is inside an instance", you should also make sure that the entity you need to fire the input inside the func_instance has an "@" symbol right before its name; this is required to be able to directly fire inputs to that entity. Take as example the "global_pti_ents" instance (instances/p2editor/global_pti_ents.vmf) mandatory for releasing any workshop map. There is a logic_relay entity inside called "@relay_pti_level_end"; well, you can trigger it from wherever other entity in your map via a simple output, for example with a trigger_multiple like so:
- "OnStartTouch > @relay_pti_level_end > Trigger"
- Think that lightmaps (static lighting) are casted and stored during the compile. So if you bury your door down the ground, then it should appear black once you open it. So having this in mind, you should place it right in that 128x128 units corridor fitting perfectly. Then use a logic_auto to lower it down (if this is your desired state when the player gets near). This way, the door will have lighting in the moment of the compile, and lightmaps will be stored in the brushes.
The move distance of the func_door along an axis is the size (units in hammer) that the func_door's brush has. For example, if you made your brush 128x128 units (to fill the gap in that corridor) and you have selected "UP" for the "Move Direction" property, once you fire the "Close" output, it will move 128 units downwards; and 128 units up again if you fire the Open output. You can also control an "extra distance" by using the property "Lip".
- Use the "Move Direction" property for that. The Pitch Yaw Roll is the orientation of your entity in the map. If you alter these values you'll rotate the entity. However, if you want to use the "Pointing at" feature of the "Move Direction" property, then hammer will automatically enter certain values for the P Y R in order to rotate the door and to make it move with the direction you made it point to.
I hope that helps.
I am really grateful to your detailed explanation!It helps a lot .
So for 1,actually the texture is specified.For instance I want to make a room,at first totally dark,then player enters and the room becomes totally bright and the player can see the white panels.Is it practical in hammer?
also I want to ask if I create a light and pick the black color in its properties "Brightness",will it reduce the light and increase darkness?
For 2,3 I got it.
For 4,yes one func_door really appears weirdly black.But in fact,I mean,if I create a 128*128 door,on a "floor",and then it is triggered and goes down into the floor,then,the "top surface"of the door will intersect with the floor,and in this case we know 2 different texture is on 1 surface and they will be shown at the same time (consider at the same surface,a black texture and a white texture are shown at the same time).How to avoid this problem?
An idea comes to me that I create an area underneath the func_door so when the func_door goes down it will fit into the area.Is it the best solution?
Also I want to know how to make func_door go further please.
For 5 I think it's too complex for me now ~
And thanks again.