Line from button to door??
And then the x or check. (depending on door/button status).
You all know what im talking about. Anyway how do you do that!?
I already have the button, ambient generic, door, filter, basicly everything involving opening the door and animating the button so it already WORKS i just want it to look kooler.
Anyone know how??
Ps this is my first post so... Hi im zac. 
The thing you are talking about is done using an entity which changes texture index on the overlays. Can't remember its name, though... it's probably func_something
Mek wrote:
Welcome to TWP forums.
The thing you are talking about is done using an entity which changes texture index on the overlays. Can't remember its name, though... it's probably func_something
Nah, func_something has no values in Source. You want env_texturetoggle as your entity to change the colors of the indicators and checkmark box. Name them the same thing. Have the indicator and Checkbox named "Yummycookies" or something (Only as a test, does not have to be "Yummycookies".) The text should go bold and you set the target brushes to "Yummycookies". Then you just make the button or a switch toggle the env_texturetoggle (Which you have to name aswell.)
reepblue wrote:
Nah, func_something has no values in Source. You want env_texturetoggle as your entity to change the colors of the indicators and checkmark box.
Yeah, this is it
I am off mapping for too long 
zachary6191 wrote:
Thanks guys. One more thing. Can someone list the textures please they are impossible to find. I have loads of textures showing up.
Concrete: materials/concrete/concrete_modular_ceiling001a.(vmt/vtf) (I don't really know which
)
materials/concrete/concrete_modular_floor001a.(vmt/vtf)
materials/concrete/concrete_modular_wall001a.(vmt/vtf)
Metal: materials/metal_modular_floor001.(vmt/vtf)
materials/metal/metalwall048b.(vmt/vtf)
(for ceiling, it's the same as the floor)
Quote:
* signage/indicator_lights/indicator_lights_floor
* signage/indicator_lights/indicator_lights_wall
* signage/indicator_lights/indicator_lights_corner_wall
* signage/indicator_lights/indicator_lights_corner_floor
for the indicator lines
Quote:
signage/signage_doorstate
for the checkmark sign
Use this as a tutorial 
zachary6191 wrote:
No i mean textures for the line and checkbox.
Line: materials\signage\indicator_lights\
Checkbox: materials\signage\signage_doorstate.(vmt/vtf)
Edit: D-n. Mek, I didn't notice you posted first. 
i need to know properties and outputs for my texture trig and my line and check box (yummycookies).
thanks
zachary6191 wrote:
i cant figure out how to trigger?i need to know properties and outputs for my texture trig and my line and check box (yummycookies).
thanks
They're in the tutorial. 
zachary6191 wrote:
I need to know properties and outputs for my texture trig and my line and check box (yummycookies).

I hope I did not teach you to name all your signs "Yummycookies"
Just to spice things up. Start naming variables and functions after people ing the class.
theVDude wrote:
When I had java classes, I always named my variables something fun. Instead of int count or int a, b, c, x, y, z; I'd have int llama, or int crocodile.Just to spice things up. Start naming variables and functions after people ing the class.
At least you don't use roman numerials. Seeing something like:
for (int i = 0; i < 5; i++)
{
for (int ii = 0; ii < 6; ii++)
{
for (int iii = 0; iii <= 9; iii++)
{
for (int iv = 0; iv <= 11; iv++)
{
foo[i][iv] = bar[ii][iii];
}
}
}
}
Makes me want to kill someone.
Remmiz wrote:
At least you don't use roman numerials. Seeing something like:
for (int i = 0; i < 5; i++) { for (int ii = 0; ii < 6; ii++) { for (int iii = 0; iii <= 9; iii++) { for (int iv = 0; iv <= 11; iv++) { foo[i][iv] = bar[ii][iii]; } } } }I had a class like that, and I used roman numerals to be a cock, as the guy behind me didn't do any work, and tried to watch my screen on tess.
He bombed it.
Makes me want to kill someone.