Custom Indicator Strip Help

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yohoat9
274 Posts
Posted Apr 29, 2011
When I edit the indicator strip textures I can't find the orange version of it, where is it?
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msleeper
4,136 Posts
Admin
Posted Apr 29, 2011
Replied 17 minutes later
It's on a separate animation channel.
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yohoat9
274 Posts
Posted Apr 30, 2011
Replied 7 hours later
Can you explain what that means please? I have both textures made, but idk what to do now.
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msleeper
4,136 Posts
Admin
Posted Apr 30, 2011
Replied 1 minutes later
Make it an animation.
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yohoat9
274 Posts
Posted Apr 30, 2011
Replied 1 minutes later
Okay, but where would I find the original orange texture?
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Neoxx
48 Posts
Posted Apr 30, 2011
Replied 33 minutes later
Both textures can be found by searching "indicator" and are a few (floor, wall, and corner versions) of the only ones that come up with that. Are you really having trouble locating them?
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msleeper
4,136 Posts
Admin
Posted Apr 30, 2011
Replied 2 minutes later
I'm assuming the in-editor setup of indicator strips is the same as it was in Portal 1. There was a tutorial somewhere about how to make custom indicator lights but fuck if I remember where it was.

But basically, each state of the indicator strip is a different animation frame or channel. So you build the material like you would any other animated texture, but you don't actually have it animate. The entity env_texturetoggle changes the texture of the indicator strip overlay from animation frame 0 (off) to animation frame 1 (on).

Really not sure how to explain it more than that. Making custom indicator strips isn't exactly the most simple thing to do. You'll have to play around in VTFedit, or find whatever tutorial I found. Check Interlopers, Halfwit-2, and the other usual suspects.

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yohoat9
274 Posts
Posted Apr 30, 2011
Replied 32 minutes later
Oh I get it, in vtfedit if you press play it plays the animation, sorry, I haven't ever edited animated textures