Counter using the countdown_timer_num_00 etc textures?

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neco
134 Posts
Posted Aug 04, 2011

Has anyone managed to make a counter using the countdown_timer_num_00, 01, 02 textures.
I actually wanted to make a counter which isn't a countdown but counts the numbers incrementally.
I remember having seen that used in a custom map for a countdown from three backwards. Can't remember which one it was.
Any ideas?
Tried func_brushes which are disabled in order so far but the above mentionned texture is tricky to apply (also as overlay) or I'm simply too stupid. Just thought that someone might have found an appropriate solution for this..........thank you.

These are the textures I am referring to / category effects:

countdowndigits.jpg
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Lostprophetpunk
409 Posts
Posted Aug 04, 2011
Replied 1 hour later
You could possibly do it by having them as overlays. You could then change the texture via texture_toggle and set a delay on the time they switch.

So it would start off with 0...after a second it would change to 1, then to two etc. Then just reset it back to 0 to start again.

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neco
134 Posts
Posted Aug 04, 2011
Replied 29 minutes later
I think I've tried that. Unfortunately it's not a (I think it's called) multitexture. So incrementing the texture index via texture_toggle doesn't work like with indicator lights.It of course would be great if it would be that easy.
Thanks for the tip, though. Will have another look if I did something wrong while trying.
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neco
134 Posts
Posted Aug 04, 2011
Replied 5 minutes later
Just an additional question, has Valve used it in in the original maps? Can't remember having seen it (Alzheimer possible).
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Brainstone
401 Posts
Posted Aug 04, 2011
Replied 25 minutes later
I think it was used in the room with the giant door. It was also used in delta_bunsen. I have the vmf from that somewhere. Just a minute...
EDIT: Lobster did it with three overlapping func_brushes textured with the three numbers, from which only one was activated at one time.
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neco
134 Posts
Posted Aug 04, 2011
Replied 1 hour later
Thanks BrainstoneX,
seems to be almost the same approach which I tried. It is quite tedious for my purpose, though (have to count from 0 to 9). The triggering will also be somehow tricky. Maybe I can find a workaround.
Appart from the fact that I've no idea how to create custom (multi-) textures I wanted to get along with the given ones first. Don't want to mess with custom stuff, yet.
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iWork925
1,080 Posts
Posted Aug 04, 2011
Replied 8 hours later
I love valve sometimes, "Gabe, should we make the underground counter the same way we made the Clean counter?" "Nah just make a ton of brushes and throw the textures on, she'll be good."
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Vordwann
767 Posts
Posted Aug 04, 2011
Replied 59 minutes later
I'm sure someone far below gabe made that decision. Probably the same kind of people at valve who don't playerclip any stairs in TF2 maps.
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iWork925
1,080 Posts
Posted Aug 04, 2011
Replied 52 minutes later
Lol'd. As discussed here general-discussion/valve-are-terrible-mappers-t3802.html valve scrapped the bottom of the barrel for Portal 2 mappers/developers. Portal 1 was near flawless compared to portal 2.
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Vordwann
767 Posts
Posted Aug 05, 2011
Replied 1 day later
what? are you kidding? all those portal 2 maps had impeccable technique, artistic quality, and puzzle quality!
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iWork925
1,080 Posts
Posted Aug 06, 2011
Replied 2 hours later
Haha I am not talking about art or puzzle quality, on that level the two games can not be compared. Portal 2 wins everytime hands down. But come on would it have been so hard to make an underground version of a prop_indicator_panel just as they did with the prop_button?
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Vordwann
767 Posts
Posted Aug 06, 2011
Replied 15 hours later
Yeah, they'd just need 10 texture indexes. :biggrin:
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neco
134 Posts
Posted Aug 07, 2011
Replied 10 hours later

After having finished my cube counter using the countdown_timer textures I thought that perhaps others might be interested in using the vmf as a source for their own needs.

The chained trigger_once solution is quite easy to understand. The uppermost starts enabled, disables the "0" which shows the "1" behind, plays the sound and finally after a short delay enables the trigger_once below it etc.
Probably there are better solutions but this was the first idea I got and it worked and was rathe easy to setup.
Hope you might find it useful....

cube_counter.jpg
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cube_counter.rar
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