Transparent but paintable
but the problem is that i also want that portals is shoting right through.
so problem 1:
paint transparent texture
Problem 2:
dont stop portal shots then shoting past it.
I have mananged to get the paint to hit a transparent brush by having a trigger_paint_cleanser on a trigger texture and then added a texture that is transparent (custom texture) that you may walk on and almost see the texture and a third to give a green lighted texture then come to a checkpoint(func_brush) but the ideal is that you can paint the surface to see where it is.
if any one know om any transparent texture that can be painted plz tell me and i can look on the file and see if i can use any thing from it.
To do a transparent walkway is no problem but to get gel to stay on surface is the hard
Spam Nugget wrote:
Just set the render mode to "do not render" and any texture will be invisible.
Gona try it later today
. But got a feeling that it work
Why people keep asking about this?
I dont know. Maybe they have run out of ideas. I got this using the SEARCH BUTTON HINT HINT
mapping-help/conversion-gel-on-hard-light-bridges-t5066.html
mapping-help/light-bridge-t4999.html
mapping-help/invisible-light-bridge-t4215.html
I like how ALL of these are met by disbelief from expirenced mapper at why you would want to do something so confusing.
Knatte_Anka wrote:
Spam Nugget wrote:Just set the render mode to "do not render" and any texture will be invisible.
Gona try it later today
. But got a feeling that it work
The brush is invisible but the same is for the paint so it is only more frustrating to get a speed but not seeing the paint.
why i want a texture that is almost invis but paint able is that i do a puzzle there you have orange gel to paint out a maze looking bridge in the air and that you may use orange gel to mark out your way to get to exit (and if you get to some checkpoints it is always visible and you don't die if you fall down)
and i have done some custom textures to get it to work in 3 layers.
1. almost invisible grid so you can see it if you looking hard.
2. and grid fully visible and rest lighted in green
3. temporary trigger to stop paint by using Trigger_Paint_cleanser
but i want layer 1 to be able to be painted to give a guide where to go.
and then be able to delete layer 3
got it working by having a non transparent texture and then change "render mode" from normal to any otherand then change Fx Amount to less then 255 (255=100% visable)
now i can do a almost invisable bridge that is partial painted from start to give a hint on how to do the puzzle
Knatte_Anka wrote:
:D got it working by having a non transparent texture and then change "render mode" from normal to any other
and then change Fx Amount to less then 255 (255=100% visable)![]()
now i can do a almost invisable bridge that is partial painted from start to give a hint on how to do the puzzle
the only negative with this method is that you cant shot through the block but that is okay for me