Rotating an 'info_overlay' together with a panel
Is it possible to force an 'info_overlay' to rotate together with a panel?
I have a solid brush (black wall texture) with a panel as parent and an overlay on it.
Now I want to rotate the overlay, when the panels gets rotated.
If I understand you correctly, you want panel with place for portal to rotate with robotic arm.
Make sure you change the brush into func_brush by pressing Ctrl+T. Check this tutorial that has been mentioned here quite often these days.
Quote:
http://www.youtube.com/watch?v=Q5na8Llhk8k&feature=player_embedded
Hanzik wrote:
If I understand you correctly, you want panel with place for portal to rotate with robotic arm.
No, you dont.
Iam using 'info_overlay' on the wall texture.
But i want the 'info'overlay' to rotate together with the panel.
But 'info_overlay' does not have any 'parent'-property.
And I dont think it would move with the panel, when I cant set the panel as 'parent'.
You can't parent overlays because they are simply are drawn into the level on compiling, and don't actually exist as an entity in-game.
I don't think you can even use overlays on func_brushes, unless something has changed since the last time I tried. 
Edit: Just googled, and it seems that you can't put overlays on any moving entities, although I did read this workaround, if you want to fake the effect:
Quote:
My point is that just because a texture is labeled "overlay" or "decal" doesn't mean you can't treat it like any normal alpha-based texture, ie apply to surface and use scale numbers in face edit tool, forget the decal and overlay tools.You wouldn't put it directly on your button because that would cause the solid to appear non-solid, hence the creation of a thin "overlay"-ing brush mated to the surface. Because it's set at 45 deg you will be able to shave it thinner than 1 apparent unit, while still keeping it verts on grid.
NocturnalGhost wrote:
You can't parent overlays because they are simply are drawn into the level on compiling, and don't actually exist as an entity in-game.
Good to know. And you are right: They dont work on moving surfaces or func_brush...
NocturnalGhost wrote:
Quote:My point is that just because a texture is labeled "overlay" or "decal" doesn't mean you can't treat it like any normal alpha-based texture, ie apply to surface and use scale numbers in face edit tool, forget the decal and overlay tools.
You wouldn't put it directly on your button because that would cause the solid to appear non-solid, hence the creation of a thin "overlay"-ing brush mated to the surface. Because it's set at 45 deg you will be able to shave it thinner than 1 apparent unit, while still keeping it verts on grid.
Thanks for the info, I was thinking about that, too.
I'm pretty sure that Portal 2 uses a different format of .vtf and doesn't open with VTFedit or the Photoshop plugins anymore. I'll look into it or even try Valve's crappy vtf->tga console -.-.
I have an example in this instance that i made a while ago.
http://forums.thinking.withportals.com/topic2551.html