Custom "pedestal button" with 4 skins + Example Instances
Quote from josepezdj on February 24, 2014, 1:26 amThis is a custom model based on the stock "pedestal button" but with 4 skins:
[url=http://postimg.org/image/xale20e6l/][img]http://s14.postimg.org/xale20e6l/buttons.jpg[/img][/url]
I just decompiled the stock model and edited the .QC file to recompile it again with more textures. This was requested to me by Srs Bsnss and I thought somebody else in the community could be interested in it as well.
This is a pack that includes the following:
1. A custom model based in the stock "pedestal button" (switch.MDL) with 4 skins instead of 2:
- Skin 0 = Clean button OFF (blue lines)
- Skin 1 = Dirty button OFF (blue lines)
- Skin 2 = Clean button ON (yellow lines)
- Skin 3 = Dirty button ON (yellow lines)2. A custom animated texture with 4 frames to match the button type and state. These are: Clean ON and OFF, and Dirty ON and OFF.
3. An instance called "custom_prop_button.vmf" emulating the prop_button Portal2 entity, where you can select the value of the following variables:
- Button_reset_delay = you can enter whatever float value (a number with decimals) or integers. This value determines the time for the button to reset and go back to the initial state.
- Button_type = "0" is the clean one while "1" is the dirty model. Note that the pedestal skins will change as well accordingly in this instance
- Play_timer_sound = "0" means not to play it, while "1" means to do. It will play or not the classical "tick-tack" sound.
- Prevent_fast_reset = "0" means no, and "1" means yes. This will prevent the player from pressing the button again while it's still into the "reset_delay" time set before.
4. An example map in the case you need help with setting the button up into hammer.
5. The decompiled files (the .QC file and the .SMD files) for anyone interested in changing something in the model or adding even more skins and whatnot...
INSTRUCTIONS
- There's a folder inside the zipped file you downloaded called "portal 2", this folder and its structure inside is exactly as the one you have in your computer, so just copy the folder "portal 2" on the "Steam/SteamApps/Common" folder, and everything will go to its right place.
- The custom button model is named "switch_4skins.mdl" and it is located under /models/props/ folder
- The model's textures are located into /materials/models/props/ folder
- The custom texture jose_button_frame_alpha(.VMT and .VTF) for the pedestal base goes into /materials/josepezdj/detail/ folder
- The instance with the example button is into sdk_content/maps/instances/josepezdj/ folder
- The example map (.VMF and .BSP) into sdk_content/maps/ folder
NOTE
Don't forget to give it a NAME to your func_instance into hammer when you use the custom instance "custom_prop_button.vmf" for its I/O to work properly
Do not hesitate to ask me anything related to this content.
Cheers!
jose
ChangeLog
v1.1
- I improved the button textures tweaking a bit the alpha channel in order to get the right self-illumination
- I added the corresponding (multi-framed) texture for the button's pedestal itself including the 4 skins/frames (clean-dirty / on-off)v1.2
- I added 2 more variables to the button instance: the "prevent fast reset" feature, and the possibility to play the timer sound.File Name: twp_custom_prop_button1.2.7z
File Size: 1.54 MiB
Click here to download Custom "pedestal button" with 4 skins + Example Instances
This is a custom model based on the stock "pedestal button" but with 4 skins:
[url=http://postimg.org/image/xale20e6l/][img]http://s14.postimg.org/xale20e6l/buttons.jpg[/img][/url]
I just decompiled the stock model and edited the .QC file to recompile it again with more textures. This was requested to me by Srs Bsnss and I thought somebody else in the community could be interested in it as well.
This is a pack that includes the following:
1. A custom model based in the stock "pedestal button" (switch.MDL) with 4 skins instead of 2:
- Skin 0 = Clean button OFF (blue lines)
- Skin 1 = Dirty button OFF (blue lines)
- Skin 2 = Clean button ON (yellow lines)
- Skin 3 = Dirty button ON (yellow lines)
2. A custom animated texture with 4 frames to match the button type and state. These are: Clean ON and OFF, and Dirty ON and OFF.
3. An instance called "custom_prop_button.vmf" emulating the prop_button Portal2 entity, where you can select the value of the following variables:
- Button_reset_delay = you can enter whatever float value (a number with decimals) or integers. This value determines the time for the button to reset and go back to the initial state.
- Button_type = "0" is the clean one while "1" is the dirty model. Note that the pedestal skins will change as well accordingly in this instance
- Play_timer_sound = "0" means not to play it, while "1" means to do. It will play or not the classical "tick-tack" sound.
- Prevent_fast_reset = "0" means no, and "1" means yes. This will prevent the player from pressing the button again while it's still into the "reset_delay" time set before.
4. An example map in the case you need help with setting the button up into hammer.
5. The decompiled files (the .QC file and the .SMD files) for anyone interested in changing something in the model or adding even more skins and whatnot...
INSTRUCTIONS
- There's a folder inside the zipped file you downloaded called "portal 2", this folder and its structure inside is exactly as the one you have in your computer, so just copy the folder "portal 2" on the "Steam/SteamApps/Common" folder, and everything will go to its right place.
- The custom button model is named "switch_4skins.mdl" and it is located under /models/props/ folder
- The model's textures are located into /materials/models/props/ folder
- The custom texture jose_button_frame_alpha(.VMT and .VTF) for the pedestal base goes into /materials/josepezdj/detail/ folder
- The instance with the example button is into sdk_content/maps/instances/josepezdj/ folder
- The example map (.VMF and .BSP) into sdk_content/maps/ folder
NOTE
Don't forget to give it a NAME to your func_instance into hammer when you use the custom instance "custom_prop_button.vmf" for its I/O to work properly
Do not hesitate to ask me anything related to this content.
Cheers!
jose
ChangeLog
v1.1
- I improved the button textures tweaking a bit the alpha channel in order to get the right self-illumination
- I added the corresponding (multi-framed) texture for the button's pedestal itself including the 4 skins/frames (clean-dirty / on-off)
v1.2
- I added 2 more variables to the button instance: the "prevent fast reset" feature, and the possibility to play the timer sound.
File Name: twp_custom_prop_button1.2.7z
File Size: 1.54 MiB
Click here to download Custom "pedestal button" with 4 skins + Example Instances
Quote from srs bsnss on February 24, 2014, 4:22 amI was wondering when you'd upload this These buttons are a small detail that can really add a lot to the map (at the cost of a couple minutes setting it up); I totally recommend them!
I was wondering when you'd upload this These buttons are a small detail that can really add a lot to the map (at the cost of a couple minutes setting it up); I totally recommend them!
Quote from Gemarakup on February 24, 2014, 11:52 amI guess I was too early. This is what I've wanted for some time, and I stole it from srs bsnss's map to look at. Thanks. I guess I should learn to recompile and make textures.
I guess I was too early. This is what I've wanted for some time, and I stole it from srs bsnss's map to look at. Thanks. I guess I should learn to recompile and make textures.
Quote from josepezdj on February 24, 2014, 5:28 pmThanks for your comments guys!
I've updated the pack with better textures for the button model, and also including the pedestal skins into a multi-framed texture called "jose_button_frame_alpha".
Srs, you already know this texture, but the included one into this pack is improved, you'll like it a lot
Thanks for your comments guys!
I've updated the pack with better textures for the button model, and also including the pedestal skins into a multi-framed texture called "jose_button_frame_alpha".
Srs, you already know this texture, but the included one into this pack is improved, you'll like it a lot
Quote from Gemarakup on February 25, 2014, 1:31 amI should have known that sooner. Is that the glowing base? Also, I noticed the buttons were brighter than usual. Is that what you fixed?
I should have known that sooner. Is that the glowing base? Also, I noticed the buttons were brighter than usual. Is that what you fixed?
Quote from josepezdj on February 25, 2014, 2:50 amyishbarr wrote:I should have known that sooner. Is that the glowing base?Yes, I called that a "pedestal" because of the 'pedestal button'... I made the clean version for Srs a while back, and I thought it would be a nice touch to include it into this release. I made the dirty versions yesterday because I didn't like the dirty buttons with the clean pedestals >.< Now they match perfectly
yishbarr wrote:Also, I noticed the buttons were brighter than usual. Is that what you fixed?Yup, I also noticed the clean buttons were much brighter than the stock ones (although I did like them :p), so I remade the textures letting almost no self-illumination on the button, but only on the 'light strips' they have, in order to let them glow in the dark (more the clean ones than the dirty ones).
I hope you use some of this!
Yes, I called that a "pedestal" because of the 'pedestal button'... I made the clean version for Srs a while back, and I thought it would be a nice touch to include it into this release. I made the dirty versions yesterday because I didn't like the dirty buttons with the clean pedestals >.< Now they match perfectly
Yup, I also noticed the clean buttons were much brighter than the stock ones (although I did like them :p), so I remade the textures letting almost no self-illumination on the button, but only on the 'light strips' they have, in order to let them glow in the dark (more the clean ones than the dirty ones).
I hope you use some of this!
Quote from reepblue on February 25, 2014, 2:56 amAlways wondered why Valve did not do this in Stock Portal 2 since everything else follows the Blue and Orange/Yellow toggle. Awesome though.
Also please fix your tags.
Always wondered why Valve did not do this in Stock Portal 2 since everything else follows the Blue and Orange/Yellow toggle. Awesome though.
Also please fix your tags.
The more you give, the less appreciated it will be received.
Quote from josepezdj on February 25, 2014, 6:41 amreepblue wrote:Awesome thoughThanks mate!
reepblue wrote:Also please fix your tags.Do you mean the screenshot's url tags in the topic? If so, I can't do that myself, but moderators It's showing properly on the download page though.
Thanks mate!
Do you mean the screenshot's url tags in the topic? If so, I can't do that myself, but moderators It's showing properly on the download page though.
Quote from CJLERCH on February 25, 2014, 7:04 amA very neat idea! I never really thought about it, but they DO look really nice. Maybe I'll use this strategy to add skins, rather than bother with replacing one via a portal2_dlc# folder. That gets annoying, especially when you manage seven of them.
A very neat idea! I never really thought about it, but they DO look really nice. Maybe I'll use this strategy to add skins, rather than bother with replacing one via a portal2_dlc# folder. That gets annoying, especially when you manage seven of them.
Guy: Hey dure i will date u
Girl: sure
Quote from josepezdj on February 25, 2014, 7:17 amCJLERCH wrote:Maybe I'll use this strategy to add skins, rather than bother with replacing one via a portal2_dlc# folderThis "strategy" involves decompiling, editing models' .QC files and recompiling... be aware that not all the models are this easy to decompile/recompile though. Also, if you only want to replace some of the stock textures for models, you can always hex the model instead May I ask what custom materials are you needing to introduce in the game with the extra dlc folders?
This "strategy" involves decompiling, editing models' .QC files and recompiling... be aware that not all the models are this easy to decompile/recompile though. Also, if you only want to replace some of the stock textures for models, you can always hex the model instead May I ask what custom materials are you needing to introduce in the game with the extra dlc folders?