This subject may have come up a few times before and I'm thinking it's not possible, but what hacks have people used to manage to do this?
Overlays on func_brushes
This way, you will avoid the need for overlays entirely.
NocturnalGhost wrote:
One thing you could try would be to make two small func_brushes
If I did this and put the indicator light func_brush over the top of the wall func_brush, it would create z-buffer fighting issues which looks ugly. I could put the indicator lights 1 unit away from the wall to avoid this issue but if the player looks at it from the side they will be able to tell that the indicator lights are actually separated from the wall.
Are there any other methods to do this?
But I agree... it's not a solution, it's more like a dirty workaround. But well... If they don't provide efficient tools, we can't make efficient maps.
Instead of using 2 func_brushes I just use 1 and use a env_texturetoggle entity to change the texture depending on if the button is pressed down or not.
Now the the wall and the indicator lights on it are parented to a func_door_rotating. When everything rotates the indicator lights go see through and you can see the cavity that I put the indicator light func_brushes in. The only way to be able to see the lights again is, strangely enough, to go out of the world with noclip and come back in, and the indicator lights reappear.
It seems that the indicator light func_brushes have to be "refreshed" for them to appear again. Any solutions on how to do this?