srs bsnss wrote:
How'd you do that? And, could the same method be applied to light bridges?
yes, it could. I've been trying for a while to come up with one that looks cool for my mod but I haven't gotten any good ideas yet.
srs bsnss wrote:
How'd you do that? And, could the same method be applied to light bridges?
yes, it could. I've been trying for a while to come up with one that looks cool for my mod but I haven't gotten any good ideas yet.
srs bsnss wrote:
How'd you do that? And, could the same method be applied to light bridges?
The same could be done to light bridges.
Heavy WIP:
ss (2014-06-28 at 06.54.48).jpg
Habzs wrote:
srs bsnss wrote:How'd you do that? And, could the same method be applied to light bridges?
The same could be done to light bridges.
TeamSpen210 wrote:
Actually, light bridges use the material "effects/projected_wall" and "effects/projected_wall_rail". You can actually apply it to a brush, but the animation is a bit too fast. There's also a bunch of materials for funnels.
I actually created a light bridge out of brushes with modified versions of textures once, but I didn't realize you could actually manipulate a real one (though then again, if I had a modified version of the texture I must've seen it done before. I think it was in Felix's SoT). What part of the game files, if at all, need to be modified? Judging by what TeamSpen said, it would be a matter of replacing the texture it uses, right?
srs bsnss wrote:
Habzs wrote:srs bsnss wrote:
How'd you do that? And, could the same method be applied to light bridges?
The same could be done to light bridges.
TeamSpen210 wrote:
Actually, light bridges use the material "effects/projected_wall" and "effects/projected_wall_rail". You can actually apply it to a brush, but the animation is a bit too fast. There's also a bunch of materials for funnels.
I actually created a light bridge out of brushes with modified versions of textures once, but I didn't realize you could actually manipulate a real one (though then again, if I had a modified version of the texture I must've seen it done before. I think it was in Felix's SoT). What part of the game files, if at all, need to be modified? Judging by what TeamSpen said, it would be a matter of replacing the texture it uses, right?
It's done by adding a pak file, in the update folder. Ofc, if I were to release a map with this, you'd have to replace your own pak01_dir file.
srs bsnss wrote:
if I had a modified version of the texture I must've seen it done before. I think it was in Felix's SoT
I sort of cheated in that map--the colored light bridges (which are all conveniently pointed at non-portalable walls) are just prop_dynamic emitters with togglable func_brushes and particle systems in front of them.
"Mister Johnson?"
CJ.jpgd3m0l1sh3r wrote:
"Mister Johnson?"
Looks awesome

Any feedback greatly appreciated !
Rlski wrote:
Some extended relaxation chambers i'm working on. Might be an intro for a map or something.
Any feedback greatly appreciated !
It looks good. 
could use more stuff in the sky, right now it looks...weird. just a big white light right now; but if more light actually came down from there it might look pretty good. 
tile wrote:
stop right there: you seem to have forgotten that i told you this; and that these were modified from when i first did it. credit where it's due.
My apologies. I was rushing when I posted the video and must have forgotten to add it. Also, I made the textures from scratch. Not modified from yours, just to clear things up.
CamBen wrote:
sadly, yes. I'm not good at all at scripting, so I can't do much of the whole tracing beams or whatnot.
perhaps taking a look at the sendificator could help with that. it works the same way, all you'd need is to have the firing outputs not fire onto an object if the beam doesnt touch it through the wall.
and now for something i made for the iris initiative:
![]()
![]()
the transporter and a video it plays, plus this update.
![]()
fun fact regaurding the scenic video:
it's actually footage from somewhere in mexico that i took while i was there. 