I currently already use HMW's addons. I don't use the square warm light so I would be happy to replace that with the ad (I currently use zivi7's ratman style ad mostly so I'd be happy with that as my only choice)
So is there any way to achieve this?
I currently already use HMW's addons. I don't use the square warm light so I would be happy to replace that with the ad (I currently use zivi7's ratman style ad mostly so I'd be happy with that as my only choice)
So is there any way to achieve this?
Additionally, in your editoritems.txt, you need to look up the "ITEM_SQUARE_LIGHT" section and remove the whole block starting with "EmbedFace". This will remove the four sections of wall around the square light so you can use the whole 128x128 surface for your ad.
Also, Zivi's ad is 512x256, would a 128x128 brush be sufficient for a material of those dimensions?
Shane wrote:
I already use fudgepacker so adjusting to that won't be an issueAlso, Zivi's ad is 512x256, would a 128x128 brush be sufficient for a material of those dimensions?
I doubt it, but a 512x256 brush might be...
and that is 4 panels high, 2 wide. But I think a 128 brush with it on it would work, because it might just flow on to the other brushes when the map spawns.
(Personally I would go with 256x128. 512x256 is quite huge for an image like that. It will also look better up close, if you scale it down a bit.)
Alexander Bell wrote:
I think a 128 brush with it on it would work, because it might just flow on to the other brushes when the map spawns.
An overlay doesn't automatically extend onto adjacent brushes. You really need to insert a brush of that size in the instance.
I've edited the part of editoritems.txt for the observation room as you suggested, so far I have this but I don't really understand too well what the other bits do
Quote:
"Item"
{
"Type" "ITEM_SQUARE_LIGHT"
"Editor"
{
"SubType"
{
"Name" "Square warm light"
"Model"
{
"ModelName" "hmw_square_light.3ds"
"TextureName" "buttons.png"
}
}
"MovementHandle" "HANDLE_NONE"
"Deletable" "1"
"Copyable" "1"
}
"Exporting"
{
"Instances"
{
"0"
{
"Name" "instances_hmw/pti/square_light_warm.vmf"
"EntityCount" "1"
"BrushCount" "8"
"BrushSideCount" "48"
}
}"TargetName" "sqlight" "Offset" "64 64 64" "OccupiedVoxels" { "Voxel" { "Pos" "0 0 0" "Surface" { "Normal" "0 0 1" } } "Voxel" { "Pos" "0 1 0" "Surface" { "Normal" "0 0 1" } } } "EmbeddedVoxels" { "Volume" { "Pos1" "1 -1 0" "Pos2" "-1 2 -1" } } }}
Shane wrote:
I edited the code for the 256x128 observation room, removed a couple of bits I knew were redundant (like limitations on placement and whether it can be deleted or copied) and added in the references for the square light (following on HMW's advice to start with that particular item). I just used that as a placeholder as the square light is what I am starting with, truth is I haven't really got that much of a clue what I'm altering besides the basic bits. I haven't even moved onto editing the actual VMF yet as I don't really know what I'm doing this is only from the editoritems.txt file
if you send me a fresh editor items, or the HWM one if thats the mod you want to keep installed, I'll make it for you
also give me the overlays you want to be able to place
my email is [email protected]
HMW wrote:
If you want it to span across multiple cells, then you need to make more extensive changes to the item's definition in editoritems.txt. The definition for the large observation window should provide a decent starting point.(Personally I would go with 256x128. 512x256 is quite huge for an image like that. It will also look better up close, if you scale it down a bit.)
Alexander Bell wrote:
I think a 128 brush with it on it would work, because it might just flow on to the other brushes when the map spawns.
An overlay doesn't automatically extend onto adjacent brushes. You really need to insert a brush of that size in the instance.
Oh, yeah.. was thinking of decals.
sorry about the delay, I get distracted easily
and to be honest, I didn't even test it
https://dl.dropbox.com/u/59510602/porta ... 0decal.rar
but there it is
if you want to be able to publish right to the workshop you're going to need something that autopaks as you compile, ask carl if he is willing to let you use his special exes
Edit: Doesn't show in the pallet, I selected the square light which still puts the square light into the chamber
Edit 2: It's fine I understand that you're a busy person. I really do appreciate you donating your time to help me out.
Shane wrote:
I use fudgepacker, which I think has worked well so far. I'll publish a test level before I edit my main levels and if all goes well i'll integrate it into my mainline levelsEdit: Doesn't show in the pallet, I selected the square light which still puts the square light into the chamber
Edit 2: It's fine I understand that you're a busy person. I really do appreciate you donating your time to help me out.
it was not supposed to take that spot, I decided to take away the monstercube incase anyone else wanted to use this
Edit: Nope, it doesn't the frankencube is still there, the custom item doesn't show in it's place.