Gel on Surface on Map Start
Quote from Supervillain on May 13, 2011, 4:52 pmI've got gel "sprayers" working just fine, but I'm having some difficulty creating a level where surfaces are "pre-gelled".
I'm going to decompile some of the levels that feature it, particularly the first encounter with blue gel, to see what's up. I'll post results here.
However, anyone have some insights into this?
I've got gel "sprayers" working just fine, but I'm having some difficulty creating a level where surfaces are "pre-gelled".
I'm going to decompile some of the levels that feature it, particularly the first encounter with blue gel, to see what's up. I'll post results here.
However, anyone have some insights into this?
Quote from msleeper on May 13, 2011, 5:12 pm"Pre-gelled" surfaces just have a sprayer automatically turn on for a short period and then turn off. I think you can also place individual paint blobs but I don't know how that works.
"Pre-gelled" surfaces just have a sprayer automatically turn on for a short period and then turn off. I think you can also place individual paint blobs but I don't know how that works.
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Quote from Supervillain on May 13, 2011, 5:24 pmYeah, just found that out on sp_a3_jump_intro.
They used about 8 sprayers that turn on at map start, and turn off 1 second later to totally cover a 320 x 740 brush. This was my way of stitching it together, but I was hoping they had something cleaner (like a brush-type entity that comes pre-coated).
Interestingly though, the sprayers on jump_intro have some extra parameters such as "start_radius_min" "start_radius_max" "radius_grow_time_min" and a few others. I'm going to toy with these settings some more. I've been using the standard parameters but kept making a mess; getting gel where I didn't want it. Maybe these radius_min/max parameters can let us precisely cover a surface.
Here's a pic of the setup and parameters:
http://s596.photobucket.com/albums/tt41 ... rayers.jpg
Yeah, just found that out on sp_a3_jump_intro.
They used about 8 sprayers that turn on at map start, and turn off 1 second later to totally cover a 320 x 740 brush. This was my way of stitching it together, but I was hoping they had something cleaner (like a brush-type entity that comes pre-coated).
Interestingly though, the sprayers on jump_intro have some extra parameters such as "start_radius_min" "start_radius_max" "radius_grow_time_min" and a few others. I'm going to toy with these settings some more. I've been using the standard parameters but kept making a mess; getting gel where I didn't want it. Maybe these radius_min/max parameters can let us precisely cover a surface.
Here's a pic of the setup and parameters:
http://s596.photobucket.com/albums/tt41 ... rayers.jpg
Quote from DaMaGepy on May 14, 2011, 6:35 amthere is a paint_sphere entity where u can set the radius and the paint type and it can be triggered. It should paint everything inside... should... but it did nothing for me, maybe its broken or just a leftover entity...
there is a paint_sphere entity where u can set the radius and the paint type and it can be triggered. It should paint everything inside... should... but it did nothing for me, maybe its broken or just a leftover entity...
Quote from goodwinter on May 14, 2011, 10:50 amThis is totally unrelated (let me know if I should have made a new topic) but how are you able to open sp_a3_jump_intro in Hammer; it isn't included in the sdk_content folder. Is there a tool that decompiles the p2 maps from bsp?
This is totally unrelated (let me know if I should have made a new topic) but how are you able to open sp_a3_jump_intro in Hammer; it isn't included in the sdk_content folder. Is there a tool that decompiles the p2 maps from bsp?
Quote from jwien001 on May 14, 2011, 6:59 pmgoodwinter wrote:This is totally unrelated (let me know if I should have made a new topic) but how are you able to open sp_a3_jump_intro in Hammer; it isn't included in the sdk_content folder. Is there a tool that decompiles the p2 maps from bsp?Take a look at this page.
Take a look at this page.