Hard Light entity help
Quote from GBMusicMaster on January 1, 2020, 3:17 pmHi, everyone! I am new to this page but I've been using Hammer for a few years. Recently, I had an idea to design a map with a rotating tower and have hard light bridges parented to it. The prop_wall_projector does not allow for parenting, though. This page seems to hint at another possibility:
https://developer.valvesoftware.com/wiki/Projected_wall_entity
The problem is, I can't find a projected_wall_entity anywhere. I feel sure I could pair one of these to a wall_emitter.mdl and make a convincing facsimile. So, my question is this:
How do I create a projected_wall_entity???
Hi, everyone! I am new to this page but I've been using Hammer for a few years. Recently, I had an idea to design a map with a rotating tower and have hard light bridges parented to it. The prop_wall_projector does not allow for parenting, though. This page seems to hint at another possibility:
https://developer.valvesoftware.com/wiki/Projected_wall_entity
The problem is, I can't find a projected_wall_entity anywhere. I feel sure I could pair one of these to a wall_emitter.mdl and make a convincing facsimile. So, my question is this:
How do I create a projected_wall_entity???
Quote from Sejievan on January 1, 2020, 4:31 pmI never used that entity before, but as any entity in hammer:
- Go to the entity placement tool on hammer
- Put an entity on your map by default should be an info_player_Start
- Open the proprieties window
- on "class" you search for "projected_wall_entity" select it and hit enter
- when you hit enter it will turn into a little cube.
That's it, you're done, that's the entity, now give it a name and you should be able to mess with it to see how it works.
I never used that entity before, but as any entity in hammer:
- Go to the entity placement tool on hammer
- Put an entity on your map by default should be an info_player_Start
- Open the proprieties window
- on "class" you search for "projected_wall_entity" select it and hit enter
- when you hit enter it will turn into a little cube.
That's it, you're done, that's the entity, now give it a name and you should be able to mess with it to see how it works.
Quote from GBMusicMaster on January 1, 2020, 11:29 pmI tried that just now, and it's not part of my selections. I typed it in and got this. For some reason, it's not a part of the entities class types. Where can I get it?
Thanks!
I tried that just now, and it's not part of my selections. I typed it in and got this. For some reason, it's not a part of the entities class types. Where can I get it?
Thanks!
Quote from GBMusicMaster on January 1, 2020, 11:32 pmSee link below.
See link below.
Quote from GBMusicMaster on January 2, 2020, 10:56 am
Quote from GBMusicMaster on January 3, 2020, 11:34 amI tried updating my Portal 2 Authoring Tools and verifying the local files, but projected_wall_entity is still not part of the list. How can this be? What can I do to add it? Any help is appreciated. Thanks!!
I tried updating my Portal 2 Authoring Tools and verifying the local files, but projected_wall_entity is still not part of the list. How can this be? What can I do to add it? Any help is appreciated. Thanks!!
Quote from Sejievan on January 3, 2020, 1:27 pmHave been hung up in some stuff, sry.
I use a modified version of a p2 hammer related file, that fills that propriety info apparently, I had never used that entity so didn't knew it where empty in vanilla hammer.
here it is: https://github.com/TeamSpen210/HammerAddons/releases it has install instructions included, but here it is for ya anyway.
Just a warning, that it is a bit complicated to install, you can contact the creator "TeamSpen" on our discord group: https://discord.gg/S8mcTYJ
|--------------------------------------|
| TeamSpen's Hammer Addons version 2.0 |
|--------------------------------------|# Installation
* Use the provided FGD instead of the vanilla one. (Issues/PRs welcome for any entity improvements.)
* Place the content of the zip file on the the bin folder
* Add the the line Game ".\bin\hammer" to your gameinfo.txt, to provide sprites for the compiler.
* Add the postcompiler to the compile commands:
1. Create a new command after VBSP, using the "Executable" type and choosing the postcompiler EXE.
2. In the parameters, enter `--propcombine $path/$file`.
* Compile a map once, which should produce the config file `Game Folder/srctools.vdf` (this can be placed in any parent folder of the VMF).
* Configure the file as desired, then compile your maps to apply the changes.
* If using BEEMOD2.4, change Hammer -> Options -> Build Programs to use `vrad_original.exe`.
Have been hung up in some stuff, sry.
I use a modified version of a p2 hammer related file, that fills that propriety info apparently, I had never used that entity so didn't knew it where empty in vanilla hammer.
here it is: https://github.com/TeamSpen210/HammerAddons/releases it has install instructions included, but here it is for ya anyway.
Just a warning, that it is a bit complicated to install, you can contact the creator "TeamSpen" on our discord group: https://discord.gg/S8mcTYJ
|--------------------------------------|
| TeamSpen's Hammer Addons version 2.0 |
|--------------------------------------|
# Installation
* Use the provided FGD instead of the vanilla one. (Issues/PRs welcome for any entity improvements.)
* Place the content of the zip file on the the bin folder
* Add the the line Game ".\bin\hammer" to your gameinfo.txt, to provide sprites for the compiler.
* Add the postcompiler to the compile commands:
1. Create a new command after VBSP, using the "Executable" type and choosing the postcompiler EXE.
2. In the parameters, enter `--propcombine $path/$file`.
* Compile a map once, which should produce the config file `Game Folder/srctools.vdf` (this can be placed in any parent folder of the VMF).
* Configure the file as desired, then compile your maps to apply the changes.
* If using BEEMOD2.4, change Hammer -> Options -> Build Programs to use `vrad_original.exe`.
Quote from GBMusicMaster on January 3, 2020, 1:55 pmThanks very much! I actually saw this stub after I Googled "projected_wall_entity" (in quotes) and found the GitHub repository, but I'm glad you wrote to confirm. I'll give it a try.
Thanks very much! I actually saw this stub after I Googled "projected_wall_entity" (in quotes) and found the GitHub repository, but I'm glad you wrote to confirm. I'll give it a try.
Quote from GBMusicMaster on January 3, 2020, 2:30 pmUpdate: It works! At least, partly. I'll tinker with it to see it I can get it to behave the way I want. Thanks again!
Update: It works! At least, partly. I'll tinker with it to see it I can get it to behave the way I want. Thanks again!