How to make indicator lights invisible, and then appear ?

Avatar
canari
70 Posts
Posted Apr 27, 2012
Hi everyone,

Here i come with a new problem :
I would like to know if it sounds possible to you, having a wall with indicator lights non-visible at the beginning of the game, and when you press a button or whatever, the indicators become visible (blue) and then you can turn them orange when activated (by an other button) ??
The solution of hidding them at the beginning (like putting a thin wall in front of it and then kill this wall) is not satisfactory since on the wall, the indicator lights are over other overlays and i don't want those others to be hidden.

Any idea ??

Thaaaaanks !

Advertisement
Registered users don’t see ads! Register now!
Avatar
p0rtalplayer
1,366 Posts
Posted Apr 27, 2012
Replied 29 minutes later
In general, it's not possible to do much with overlays. What you can do, however, is apply the indicator texture to a 1-unit thin brush, and then make that a func_brush or something so that you can parent it, enable/disable it, etc.

EDIT: to toggle the indicator color, you just have to name the func_brush something and then put that name in the texturetoggle parameter.

Avatar
canari
70 Posts
Posted Apr 27, 2012
Replied 1 hour later

p0rtalplayer wrote:
In general, it's not possible to do much with overlays. What you can do, however, is apply the indicator texture to a 1-unit thin brush, and then make that a func_brush or something so that you can parent it, enable/disable it, etc.

EDIT: to toggle the indicator color, you just have to name the func_brush something and then put that name in the texturetoggle parameter.

I tried, but overlays don't want to appear on a func_brush

Avatar
p0rtalplayer
1,366 Posts
Posted Apr 27, 2012
Replied 18 minutes later
Strange, I could swear I've done this before.

You might need to make yourself a custom VMT for the indicators, where you modify it so that it doesn't have "$decal 1" in it.

Avatar
Lpfreaky90
2,842 Posts
Posted Apr 28, 2012
Replied 9 hours later

p0rtalplayer wrote:
Strange, I could swear I've done this before.

You might need to make yourself a custom VMT for the indicators, where you modify it so that it doesn't have "$decal 1" in it.

I've made the custom texture for you:
img
From left to right texture index 0,1,2,3 (note that 2 is invisible :razz:)

Put http://dl.dropbox.com/u/37801279/signage.7z in your portal 2/portal2/materials/Lp/signage folder (if you don't have Lp/signage, create it :wink:)

Have fun

Avatar
FourthReaper
356 Posts
Posted Apr 28, 2012
Replied 11 minutes later

lpfreaky90 wrote:
I've made the custom texture for you

Helpfull as ever. Now to make the texture index include the grey (=off) one :razz:
Just kidding, of course, even if I would even need that I could probably just make it myself...

I must say, though, that this little thread inspires me to replace my blue indicator lights with grey ones.

Avatar
canari
70 Posts
Posted Apr 28, 2012
Replied 13 minutes later

lpfreaky90 wrote:

I've made the custom texture for you:

From left to right texture index 0,1,2,3 (note that 2 is invisible :razz:)

Put http://dl.dropbox.com/u/37801279/signage.7z in your portal 2/portal2/materials/Lp/signage folder (if you don't have Lp/signage, create it :wink:)

Have fun

Thank you very much !
I was wondering : i really would like to share my map just by sharing a BSP file, so that people don't have to copy other files to their Portal folders. Including a custom texture file in my map, will i be able to do so ??

Avatar
FourthReaper
356 Posts
Posted Apr 28, 2012
Replied 25 minutes later

canari wrote:
I was wondering : i really would like to share my map just by sharing a BSP file, so that people don't have to copy other files to their Portal folders. Including a custom texture file in my map, will i be able to do so ??

Yes, you most certainly can. You'll need to use a tool called pakrat (download from the author's website) to add the custom texture to your bsp. This way you don't need to add the materials seperately or use a VPK, and in my opinion this method is way better, as it makes it easier on players.

Avatar
canari
70 Posts
Posted Apr 28, 2012
Replied 10 minutes later

FourthReaper wrote:
Yes, you most certainly can. You'll need to use a tool called pakrat (download from the author's website) to add the custom texture to your bsp. This way you don't need to add the materials seperately or use a VPK, and in my opinion this method is way better, as it makes it easier on players.

Excellent !!! Amazing !!!!
Thank you both !!!

Avatar
Lpfreaky90
2,842 Posts
Posted Apr 28, 2012
Replied 27 minutes later
I'll add gray later, currently on my old laptop so I currently can't modify the existing one.
Watch this space
Avatar
Lpfreaky90
2,842 Posts
Posted Apr 28, 2012
Replied 43 minutes later
Aaaand we've got gray http://dl.dropbox.com/u/37801279/signage_v2.7z Let me know if it's too dark :smile:
Avatar
FourthReaper
356 Posts
Posted Apr 28, 2012
Replied 39 minutes later

lpfreaky90 wrote:
Aaaand we've got gray http://dl.dropbox.com/u/37801279/signage_v2.7z Let me know if it's too dark :smile:

I'll test it in a map later today, butteh... How do you mean "if it's too dark"? A grey one already existed seperately IIRC.

Also, it appears you have a newer version of VTFEdit than I have. :surprised: I'll look into that.

EDIT: Quite nice, lp. It's versatile and effective. The grey lights have a strange little orange rim around them, but I like it. Though I'm gonna' create a custom (easier for me to use) one for myself, so I can switch between grey=0 and orange=1.

Avatar
Lpfreaky90
2,842 Posts
Posted Apr 28, 2012
Replied 6 hours later

FourthReaper wrote:
lpfreaky90 wrote:

Aaaand we've got gray http://dl.dropbox.com/u/37801279/signage_v2.7z Let me know if it's too dark :smile:

I'll test it in a map later today, butteh... How do you mean "if it's too dark"? A grey one already existed seperately IIRC.

Also, it appears you have a newer version of VTFEdit than I have. :surprised: I'll look into that.

EDIT: Quite nice, lp. It's versatile and effective. The grey lights have a strange little orange rim around them, but I like it. Though I'm gonna' create a custom (easier for me to use) one for myself, so I can switch between grey=0 and orange=1.

They can be too dark because I made the grey myself by re-coloring the red one and adding a couple more layers to the image :wink:

Anyways; I'm not using VTFEdit; I'm using a plugin for GIMP.

The orange glow is a bit strange, I'll look into it.
What's hard about 0 blue, 1 orange, 2 grey 3 invisible (possibly it's 2 invisible 3 grey, don't recall :lol:)

Avatar
FourthReaper
356 Posts
Posted Apr 28, 2012
Replied 8 minutes later

lpfreaky90 wrote:
FourthReaper wrote:

Also, it appears you have a newer version of VTFEdit than I have. :surprised: I'll look into that.

I'm not using VTFEdit; I'm using a plugin for GIMP.

Ah well, anyway, I always seem to have to hex all vtf's to change the version to 7.4. No big deal, just surprised you used a newer version than I could handle.

lpfreaky90 wrote:
What's hard about 0 blue, 1 orange, 2 grey 3 invisible (possibly it's 2 invisible 3 grey, don't recall :lol:)

Point = made. :biggrin:

Avatar
Spam Nugget
492 Posts
Posted Apr 28, 2012
Replied 3 hours later
You should get the newest release of VTFEdit, it can handle 7.5.
Advertisement
Registered users don’t see ads! Register now!
Avatar
FourthReaper
356 Posts
Posted Apr 28, 2012
Replied 35 minutes later

Spam Nugget wrote:
You should get the newest release of VTFEdit, it can handle 7.5.

Tried it today (V1.3.3), at first I was astonished for not seeing that before. But then I noticed once again that I'm missing something (not .NET 2.0) required to use this version. My brother couldn't figure out what it was so I have no hope of doing so... It just states the path is incorrect or something, but it only does so with the newest version... :confused:

I guess I'll just keep hexing stuff, unless you happen to know this error? I must be missing something big, that happens a lot to me lately. :razz: Must be the end of the school year...