VGUI help
Quote from QuantumNarwhal on June 26, 2014, 12:19 pmyishbarr wrote:I think you should use a moving image instead, since the VGUI movie thing probably doesn't work when moving.I'll try a gif. If not, I can work with an image.
I'll try a gif. If not, I can work with an image.
Quote from FelixGriffin on June 26, 2014, 2:37 pmYou can't use gifs (or pngs or jpegs) in Portal 2. You need to make a VTF and VMT.
You can't use gifs (or pngs or jpegs) in Portal 2. You need to make a VTF and VMT.
Quote from Gemarakup on June 26, 2014, 3:02 pmFelixGriffin wrote:You can't use gifs (or pngs or jpegs) in Portal 2. You need to make a VTF and VMT.Yeah, that's what I meant. Convert your GIF to VTF, and make a UnlitGeneric VMT.
Yeah, that's what I meant. Convert your GIF to VTF, and make a UnlitGeneric VMT.
Quote from josepezdj on June 26, 2014, 5:35 pmQuantumNarwhal wrote:I've been trying to put the vgui_movie_display entity to display on the moving brush (to make it into some sort of video communicator type thing) but it just doesn't display. I've used a vgui_movie_display before and it's worked fine, the only difference is this time it's got a parent - the moving brush.It is VERY possible to make that system to work, I just made it. Maybe you are not parenting the entities correctly or firing the correct outputs.
I parented my vgui_movie_display to the func_brush.
The func_brush to the func_tracktrain
The func_tracktrain has as first stop its due path_track
The path_track1 leads to path_track2
A prop_button move the train and enable/disable the vgui_movie_display and everything works like a charm!
Make sure that you also put the correct video movie name and full path and file extension (for example: media/valve.bik)
Good luck
It is VERY possible to make that system to work, I just made it. Maybe you are not parenting the entities correctly or firing the correct outputs.
I parented my vgui_movie_display to the func_brush.
The func_brush to the func_tracktrain
The func_tracktrain has as first stop its due path_track
The path_track1 leads to path_track2
A prop_button move the train and enable/disable the vgui_movie_display and everything works like a charm!
Make sure that you also put the correct video movie name and full path and file extension (for example: media/valve.bik)
Good luck
Quote from QuantumNarwhal on July 1, 2014, 12:55 pmjosepezdj wrote:QuantumNarwhal wrote:I've been trying to put the vgui_movie_display entity to display on the moving brush (to make it into some sort of video communicator type thing) but it just doesn't display. I've used a vgui_movie_display before and it's worked fine, the only difference is this time it's got a parent - the moving brush.It is VERY possible to make that system to work, I just made it. Maybe you are not parenting the entities correctly or firing the correct outputs.
I parented my vgui_movie_display to the func_brush.
The func_brush to the func_tracktrain
The func_tracktrain has as first stop its due path_track
The path_track1 leads to path_track2
A prop_button move the train and enable/disable the vgui_movie_display and everything works like a charm!
Make sure that you also put the correct video movie name and full path and file extension (for example: media/valve.bik)
Good luck
Where does the func_tanktrain come in? As in, what is it's purpose?
It is VERY possible to make that system to work, I just made it. Maybe you are not parenting the entities correctly or firing the correct outputs.
I parented my vgui_movie_display to the func_brush.
The func_brush to the func_tracktrain
The func_tracktrain has as first stop its due path_track
The path_track1 leads to path_track2
A prop_button move the train and enable/disable the vgui_movie_display and everything works like a charm!
Make sure that you also put the correct video movie name and full path and file extension (for example: media/valve.bik)
Good luck
Where does the func_tanktrain come in? As in, what is it's purpose?
Quote from TeamSpen210 on July 1, 2014, 4:26 pmfunc_tracktrains basically move along a path defined by path_tracks. They're useful if you want to move things more than in one direction. In this case you could attach your communicator to a rail and make it follow the player around, like what Whealtey does in the BTS area.
func_tracktrains basically move along a path defined by path_tracks. They're useful if you want to move things more than in one direction. In this case you could attach your communicator to a rail and make it follow the player around, like what Whealtey does in the BTS area.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]