?Updated?A Topic for Questions in my current level work.
Quote from RustyDios on September 20, 2014, 5:03 amPossibly to simulate a rising/lowering water line.. as was discussed in a recent thread...
Possibly to simulate a rising/lowering water line.. as was discussed in a recent thread...
Quote from TeamSpen210 on September 20, 2014, 6:33 amYou can sort of simulate overlays by making a 1 unit thick brush with nodraw on all but one side, and either overalpping it (this sometimes works) or placing it a unit above the surface. Try it ingame, Hammer won't necessarily show the actual result. You can also mod the material vmt to remove the decal commands, and use it like that. If you're using an env_texturetoggle, tie the brush to a func_brush and name it like you do overlays. That works fine. If not tie it to func_detail or whatever entity the surface behine is.
You can sort of simulate overlays by making a 1 unit thick brush with nodraw on all but one side, and either overalpping it (this sometimes works) or placing it a unit above the surface. Try it ingame, Hammer won't necessarily show the actual result. You can also mod the material vmt to remove the decal commands, and use it like that. If you're using an env_texturetoggle, tie the brush to a func_brush and name it like you do overlays. That works fine. If not tie it to func_detail or whatever entity the surface behine is.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Freeman|TR on September 21, 2014, 1:03 amTeamSpen210 wrote:You can sort of simulate overlays by making a 1 unit thick brush with nodraw on all but one side, and either overalpping it (this sometimes works) or placing it a unit above the surface. Try it ingame, Hammer won't necessarily show the actual result. You can also mod the material vmt to remove the decal commands, and use it like that. If you're using an env_texturetoggle, tie the brush to a func_brush and name it like you do overlays. That works fine. If not tie it to func_detail or whatever entity the surface behine is.Ah making a brush with the texture of overlays... I've tried this before, sometimes the texture showed up but sometimes the surface is weirdly white or translucent. In fact my intended texture is the one of the antlines. I'll try it later and see if it shows up luckily.
Ah making a brush with the texture of overlays... I've tried this before, sometimes the texture showed up but sometimes the surface is weirdly white or translucent. In fact my intended texture is the one of the antlines. I'll try it later and see if it shows up luckily.
Quote from Freeman|TR on September 22, 2014, 9:26 amTeamSpen210 wrote:You can sort of simulate overlays by making a 1 unit thick brush with nodraw on all but one side, and either overalpping it (this sometimes works) or placing it a unit above the surface. Try it ingame, Hammer won't necessarily show the actual result. You can also mod the material vmt to remove the decal commands, and use it like that. If you're using an env_texturetoggle, tie the brush to a func_brush and name it like you do overlays. That works fine. If not tie it to func_detail or whatever entity the surface behine is.Great, it works for the indicator lights now! Thanks a lot.
Great, it works for the indicator lights now! Thanks a lot.