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Mapster
396 Posts
Posted Oct 18, 2007
In the missions, when you push a button.
A strip of lights and an X change colour to an orange Tick.
I found a way of doing this with the strips on the walls by making an illusionary brush and naming it the same as the X thats on the wall.

Download Link

It comes with the .bsp and .vmf... LEARN from it don't copy people.

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msleeper
4,095 Posts
Member
Posted Oct 18, 2007
Replied 1 minutes later
I was thinking of doing the same thing! I am going to play around with the env_texturetoggle entity that is in the Official maps.

Since you made the map, going to make a tutorial for the wiki?

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Mapster
396 Posts
Posted Oct 18, 2007
Replied 1 minute later
Hah, i'm just too fast for you now
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Shmitz
167 Posts
Posted Oct 18, 2007
Replied 1 minutes later
This doesn't result in texture glitches? If it doesn't, that's awesome.
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youme
937 Posts
Posted Oct 18, 2007
Replied 1 minutes later

msleeper wrote:
I was thinking of doing the same thing! I am going to play around with the env_texturetoggle entity that is in the Official maps.

Since you made the map, going to make a tutorial for the wiki?

/edit/ and no, no texture glitches for this method - /edit/

I already have a tutorial for this:

Making Indicator Strips

  • Make your switch

  • Place several brushes sunk into your wall/floor/ceiling and texture them with "signage/indicator_lights/indicator_lights_wall" (replace wall with floor for floor ones) you may want to put "indicator_lights_corner_wall" in the corners like the official maps (you have to make sure the brush with the indicator texture is overlapping the normal wall or floor brush, its bad practice, I know, but its the only way to get it working without having some really wierd and ugly effects. )

  • select all the brushes with that texture

  • convert them to a func_brush, call them "indicator_strip_1" and set the solidity to "never solid" so that you can portal through them

  • create an env_texturetoggle entity, call it "strip_1_toggler" and set its target to "indicator_strip_1"

  • select the button's trigger and add this output:

My output: OnTrigger
Target Entity: strip_1_toggler
Target Input: IncrementTextureIndex

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msleeper
4,095 Posts
Member
Posted Oct 18, 2007
Replied 2 minutes later

youme wrote:
I already have a tutorial for this:

Wiki / Tutorials

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Mapster
396 Posts
Posted Oct 18, 2007
Replied 5 minutes later
Thats not a tutorial, thats a bunch of text youme
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Irish Taxi Driver
23 Posts
Posted Oct 18, 2007
Replied 31 minutes later
I'm pretty sure this is the way I tried it before that resulted in texture errors. Glass and Nodraw would always show through.
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Hober
1,180 Posts
Posted Oct 18, 2007
Replied 6 minutes later
I'll wikify it after I get back from getting some chow.