FourthReaper Texture Pack: Fields

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FourthReaper
356 Posts
Posted Mar 10, 2012
Replied 2 hours later

da1 wrote:
Em.. Not that what I expected

Could you add the color variations you used next time? That helps!

Anyway, it's just too bright. I'm not sure if anything needs to be done to use the 255 255 255 RGB balance, but I'd suggest you use $FLOW_COLOR "[0.1 0.1 0.4]" or something like that, as I know those balances will work.

PS: I'm not sure if blue is a good idea for a color for something that already looks a lot like a fizzler. Not sure what you're making this for, but people need to clearly see the difference... Just my advice to you.

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da1
10 Posts
Posted Mar 10, 2012
Replied 1 hour later
Yeah, I totaly forgot about orginal fizzler itself . Mabe in my I will use your "smoke field" texture as it, and... Anyway, thanks!
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RustyDios
154 Posts
Posted Mar 18, 2012
Replied 7 days later
Totally loving these textures. The extra wiki page really helps too, to get some standards set across the community for which texture should do what. It'll be great to see people playing one map with Surface Division Fields and instantly recognise the same mechanic in another persons map.

Tying the functionality of these into the fizzler model also works really well to quickly change from one type of "blocking xxx" to another at certain "Strangle points" in your map.

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FourthReaper
356 Posts
Posted Mar 18, 2012
Replied 6 hours later

RustyDios wrote:
It'll be great to see people playing one map with Surface Division Fields and instantly recognise the same mechanic in another persons map.

What can I say, other than that I'm looking forward to the very same. Especially while I get the credits.....

and then he wrote:
Tying the functionality of these into the fizzler model also works really well to quickly change from one type of "blocking xxx" to another at certain "Strangle points" in your map.

Yeah, excactly my initial thoughts. Whenever I will need it, I'll just whip up a dynamic fizzler model with custom textures, so it'd all work just right. (Though please don't send me a request for this, I'm busy on al sorts of things right now. Thanks for understanding, everyone...)
This is indeed a cool idea that anyone could implement into their maps. Hell, I just might!

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Habzs
225 Posts
Posted Apr 27, 2012
Replied 1 month later
Is there a way to animate the Force Deflection Field while enabling and disabling it?
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FourthReaper
356 Posts
Posted Apr 28, 2012
Replied 8 hours later

Habzs wrote:
Is there a way to animate the Force Deflection Field while enabling and disabling it?

I do believe that enabling the brush (which I assume you can do by yourself?) will automatically animate it. However, I can't get it do animate upon being disabled. You see, in order to be able to shoot through the field I had to sacrifice these elements of the field:
- Expanding a glowing vortex when objects get in proximity (disabled by it not being a real fizzler).- Animation of the field (because again it's just a texture, not a real fizzler).
Why not make it a fizzler (=trigger_portal_cleanser) like the other fields? Because you can never shoot through those, unfortunately...

Sorry for the bad news, I know it's quite a major flaw if you want a switching or disabling field generator.

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Habzs
225 Posts
Posted Apr 28, 2012
Replied 5 hours later

FourthReaper wrote:
I do believe that enabling the brush (which I assume you can do by yourself?) will automatically animate it. However, I can't get it do animate upon being disabled. You see, in order to be able to shoot through the field I had to sacrifice these elements of the field:
- Expanding a glowing vortex when objects get in proximity (disabled by it not being a real fizzler).- Animation of the field (because again it's just a texture, not a real fizzler).
Why not make it a fizzler (=trigger_portal_cleanser) like the other fields? Because you can never shoot through those, unfortunately...

Sorry for the bad news, I know it's quite a major flaw if you want a switching or disabling field generator.

I was talking about the activating and disabling animation of the texture.
Bummer. But thanks anyway.

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RogerL
490 Posts
Posted Apr 28, 2012
Replied 7 hours later
Will funnels and lightbridges and lasers pass through these fields like with a normal fizzler? My question pertains to the three new textures, not the world portal one.
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FourthReaper
356 Posts
Posted Apr 28, 2012
Replied 28 minutes later

RogerL wrote:
Will funnels and lightbridges and lasers pass through these fields like with a normal fizzler? My question pertains to the three new textures, not the world portal one.

Yes, they will. For world portals it's trickier by default, but the other three will do fine. If you don't want that you should create a nodraw brush to block things off, but I'm assuming you do want it.

2 of those 3 are pretty standard trigger_portal_cleansers anyway, just with some brushes and/or flags.

Oh, and Habzs, I'm sorry I wasn't any help.

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The Irate Pirate
236 Posts
Posted Jul 19, 2012
Replied 2 months later
I plan on using one of these in a contest map, can I give you credit for its creation?
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FourthReaper
356 Posts
Posted Jul 19, 2012
Replied 1 hour later

The Irate Pirate wrote:
I plan on using one of these in a contest map, can I give you credit for its creation?

Sure, no problem. Glad you want to use it.

...Though I suppose it's not that clever to me to hand these textures over to the competition. (Assuming I can invest enough time into mapping anyway.)

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FelixGriffin
2,680 Posts
Posted Jul 19, 2012
Replied 25 minutes later
If you didn't want to use a portal cleanser brush for the effect, you could give one a slightly different texture, then enable the fizzler, fade in the normal brush, disable the fizzler. That's what I'm doing for my...unnamed...green...field...thingies. (func_clip_vphysics fields)
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FourthReaper
356 Posts
Posted Jul 19, 2012
Replied 8 hours later

FelixGriffin wrote:
If you didn't want to use a portal cleanser brush for the effect, you could give one a slightly different texture, then enable the fizzler, fade in the normal brush, disable the fizzler. That's what I'm doing for my...unnamed...green...field...thingies. (func_clip_vphysics fields)

Annoying workaround, but interesting. In fact, it just might work (and probably already has for you anyway). Good idea.

(Though it does create for a rather 'glitchy' field, as you can't shoot through upon state change.

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FelixGriffin
2,680 Posts
Posted Jul 20, 2012
Replied 19 hours later
True, as an "explanation" you could put some bright effects around the edges until the fizzler's gone. Maybe it requires more energy to make than to sustain.
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FourthReaper
356 Posts
Posted Jul 21, 2012
Replied 1 day later

FelixGriffin wrote:
True, as an "explanation" you could put some bright effects around the edges until the fizzler's gone. Maybe it requires more energy to make than to sustain.

True, that would work. Still not pretty but okay. Nice idea.

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Flo2912
80 Posts
Posted Nov 10, 2012
Replied 3 months later
I think this fields are a good Idea.
And I have an Idea for a new one: have you ever thought about a Field that Cleans Portals but don't fizzles Cubes, an opposite to the one wich fizzle things but dont Cleans Portals?
Anyway, great Work, I just played around with it now, but perheaps rhere will come some Maps with it made by me^^
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FourthReaper
356 Posts
Posted Nov 11, 2012
Replied 11 hours later

Flo2912 wrote:
I think this fields are a good Idea.
And I have an Idea for a new one: have you ever thought about a Field that Cleans Portals but don't fizzles Cubes, an opposite to the one wich fizzle things but dont Cleans Portals?
Anyway, great Work, I just played around with it now, but perheaps rhere will come some Maps with it made by me^^

Glad to hear you like it, Flo2912. About the Portal-cleaning-only field, if that works in a puzzle go ahead and make it. It shouldn't be that hard to do, just change the "flags" of the trigger_portal_cleanser.

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tile
380 Posts
Posted Jan 15, 2013
Replied 2 months later
hi. these are very nice textures, but can you please give a tutorial on how to make textures like these ones? i need a specific look for something in my mod h2f, and none of these feilds look like what i have in mind...
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FelixGriffin
2,680 Posts
Posted Jan 15, 2013
Replied 3 hours later
Play around with the SolidEnergy settings in a copy of one of these files.
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FourthReaper
356 Posts
Posted Jan 26, 2013
Replied 10 days later

FelixGriffin wrote:
Play around with the SolidEnergy settings in a copy of one of these files.

Yeah, that's pretty much it. Thanks for answering that for me on such short notice, FelixGriffin.

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