Paint Tube for Excursion Funnel Travel

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azure
8 Posts
Posted Jul 15, 2011
Hey all, new mapper/poster here.
I'm working on my first "real" map in the destroyed theme, and as part of the map, I'd like to have the player travel through an old/deactivated paint tube via an excursion funnel.
Basically, what I'd like to know:
a) Is this possible? ie. do the dimensions work in terms of getting a funnel/player through the tube; Tested it, it's a little small, but fine otherwise, so that's fine
and b) if so is there a model which would work for this purpose, ie. has correct collisions I'll just disable collisions and clip it manually and is textured on both the inside and on the outside
Cheers, and thanks for any help!

EDIT: Essentially, I need a straight version of props_underground/tube_paint_90a_broken.mdl

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Skotty
671 Posts
Posted Jul 15, 2011
Replied 38 minutes later
I recommend to use all models you can find with the filter "vactube" or "vac". There are all curves, straights and so on.
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azure
8 Posts
Posted Jul 15, 2011
Replied 16 minutes later

Skotty wrote:
I recommend to use all models you can find with the filter "vactube" or "vac". There are all curves, straights and so on.

Hmm... the vactubes actually work pretty well, though they still have the problem of not projecting the glass texture on the inside.
I guess I'll be using them unless a better alternative appears. Anyone have any ideas on how the make the glass two-way?

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Marlovious
111 Posts
Posted Jul 15, 2011
Replied 6 minutes later
I'm pretty sure there are models of just the inside of the tubes. They are glass only so you would need to use both models at the same time.
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azure
8 Posts
Posted Jul 15, 2011
Replied 5 minutes later

Marlovious wrote:
I'm pretty sure there are models of just the inside of the tubes. They are glass only so you would need to use both models at the same time.

A good thought, but from what I can tell, the separated frame/glass vactubes still use one-sided glass, strangely enough.

EDIT: A few of the glass_fracture models seem to fit (both the tube and the theme!), but they don't appear in game for me. Any idea what I'm doing wrong?

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Skotty
671 Posts
Posted Jul 15, 2011
Replied 23 minutes later

Marlovious wrote:
I'm pretty sure there are models of just the inside of the tubes. [...]

There are no models for the glass inside. Even when Chell is on the way to GLaDos through the tubes there is no glass inside the tube.
I'm a perfectionist and I already noticed that, but I'm sure if you are playing the map (like a normal player) you won't recognize it!

The glass fracture models may be just for prop_dynamic or prop_static. Just try it out!

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azure
8 Posts
Posted Jul 15, 2011
Replied 6 minutes later

Skotty wrote:
Marlovious wrote:

I'm pretty sure there are models of just the inside of the tubes. [...]

There are no models for the glass inside. Even when Chell is on the way to GLaDos through the tubes there is no glass inside the tube.
I'm a perfectionist and I already noticed that, but I'm sure if you are playing the map (like a normal player) you won't recognize it!

The glass fracture may be just for prop_dynamic or prop_static. Just try it out!

Curious. I too, hadn't even noticed it during the game. Alrighty then, I'm going to go ahead and use the frames.

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Skotty
671 Posts
Posted Jul 15, 2011
Replied 3 minutes later
It won't be any problem for me to create models for inside glass. It just will look more dark from outside because you are looking through the glass twice (outside and inside side).
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azure
8 Posts
Posted Jul 15, 2011
Replied 8 minutes later

Skotty wrote:
It won't be any problem for me to create models for inside glass. It just will look more dark from outside because you are looking through the glass twice (outside and inside side).

I don't know too much about distribution, but does it make it difficult to share if the map includes custom materials? If not,and if it's not too much trouble, then I'll take you up on that.
Many thanks,
azure

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Skotty
671 Posts
Posted Jul 15, 2011
Replied 5 minutes later
Here you can see how to share custom things of your map: mapping-help/custom-sounds-in-zip-t3991.html
It's not very difficult and soon or later necessary for every mapper.

I will create models with inside glass in the next few minutes. The glass on this models will be visible on both sides!

Edit:
There it is:

Vactube Glass both sides

Attention: VRAD will complain about missing dx90.vtx files. This just means VRAD can't create shadows casting on brushes for these vactubes. But they are made of glass, so no shadows won't be any problem.

&

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azure
8 Posts
Posted Jul 15, 2011
Replied 1 hour later

Skotty wrote:
Here you can see how to share custom things of your map: mapping-help/custom-sounds-in-zip-t3991.html
It's not very difficult and soon or later necessary for every mapper.

I will create models with inside glass in the next few minutes. The glass on this models will be visible on both sides!

Edit:
There it is:
Vactube Glass both sides

Attention: VRAD will complain about missing dx90.vtx files. This just means VRAD can't create shadows casting on brushes for these vactubes. But they are made of glass, so no shadows won't be any problem.

Just got it working! Thank you so much, it means a lot that I can appease my inner perfectionist.

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Skotty
671 Posts
Posted Jul 16, 2011
Replied 21 hours later
I just updated my hexed models. Now they are really new models, using the standard .vmt. They have now polygons in- and outside, so phong and envmap reflections will be inside too.
Because of the doubled count of polygons just use in tubes you really need with inside glass!