Idicator Strips (New SDK)

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CassataGames
98 Posts
Posted Nov 08, 2007
I tried using Search and I still came up with nothing useful. I tried looking at official maps, and still found nothing useful. Could someone please help me set up the indicator strip lights using the new SDK? I saw in a post, someone do it correctly and I'm really looking for some guidance here. Thanks.
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msleeper
4,095 Posts
Member
Posted Nov 08, 2007
Replied 2 minutes later
You have to use some new entities I believe. In fact, someone should do a tutorial on the Wiki!

I'd suggest looking in the VMF, but you said you already did that. I haven't looked at that map myself so I'm not sure what all is in there.

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CassataGames
98 Posts
Posted Nov 08, 2007
Replied 1 minutes later
Well see, when I look at the official maps, I find all sorts of confusing stuff, and none of it seems to actually connect to each other. There seems to be no sign of like, what's connecting what to what, how, and argh, it's confusing.
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msleeper
4,095 Posts
Member
Posted Nov 08, 2007
Replied 6 minutes later
Click on one of the indicator strips on the floor and check it's name. Then, click on the Output tab to see what is sending commands to it, and click Mark. That will highlight the entity that sent the commands, but you'll have to move around the camera to find it exactly. Look at the Inputs to see exactly what it is doing.
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CassataGames
98 Posts
Posted Nov 08, 2007
Replied 13 minutes later

msleeper wrote:
Click on one of the indicator strips on the floor and check it's name. Then, click on the Output tab to see what is sending commands to it, and click Mark. That will highlight the entity that sent the commands, but you'll have to move around the camera to find it exactly. Look at the Inputs to see exactly what it is doing.

Alright, I think that answers a big chunk of how they're connected, but I'm still not seeing how these info_overlay_accessors are in any way, connected to the info_overlay they are toggling.

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Korjagun
122 Posts
Posted Nov 08, 2007
Replied 4 minutes later
Actually the indicator strips seem to be toggled by an env_texturetoggle just like we used to do it before. It's hanging around in the left corner of the room in the sample map; note that its target is "doorstate_a02b_left", which matches the indicator strip overlays.
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msleeper
4,095 Posts
Member
Posted Nov 08, 2007
Replied 1 minute later
Well the Valve Developer wiki doesn't have anything about it so I can't be sure, but I bet it has something to do with the hammerid.

EDIT Korjagun beat me to the chase.

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CassataGames
98 Posts
Posted Nov 08, 2007
Replied 3 minutes later

Korjagun wrote:
Actually the indicator strips seem to be toggled by an env_texturetoggle just like we used to do it before. It's hanging around in the left corner of the room in the sample map; note that its target is "doorstate_a02b_left", which matches the indicator strip overlays.

Nothing in the indicator strip overlays themselves, say anything about "doorstate_a02b_left" or what ever is being targeted. That's what is confusing me. The indicator strips seem to have no link to the texture toggle or the overlay assessors at all!

PS: I am still working on this while waiting for reply s, I haven't just given up and am sitting here waiting mindlessly for the answer. I am still trying.

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Korjagun
122 Posts
Posted Nov 08, 2007
Replied 2 minutes later
Er?

EDIT: Judging by your screenshot, you have multiple (differing) entities selected. Switch to object select mode and just select the strip and not whatever else it happens to be grouped with.

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CassataGames
98 Posts
Posted Nov 08, 2007
Replied 3 minutes later
I had them all selected, showing that none of the variables seem to be matching up. They all seem to say <different>.

Here's a screenshot of a single overlay selected.

Edit: I should also mention that this is actually map: testchmb_a_00_d

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Korjagun
122 Posts
Posted Nov 08, 2007
Replied 3 minutes later
I've checked all the indicator strip overlays in the sample map manually now, and they all have the same name, which is what the env_texturetoggle references. I can't explain why your version of the sample map doesn't. Either way, I'd have a shot at doing it the way noted above. Maybe it'll work.

EDIT:

Quote:
Edit: I should also mention that this is actually map: testchmb_a_00_d

Is that decompiled? Then perhaps something was lost in the decompilation process, especially if it was assuming pre-orangebox BSP files. Have a look at the map provided by Valve as part of the SDK update.

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CassataGames
98 Posts
Posted Nov 08, 2007
Replied 2 minutes later
They included a map in the SDK update? Damn... I didn't even see that. I'm going to need to check that out. Thanks!

Edit:
Thank you so much! "Your assistance is appreciated."

That worked, and now I know I have a map source to learn from, as opposed to decompiling the official maps. The indicator strips work beautifully!

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Hober
1,180 Posts
Posted Nov 08, 2007
Replied 28 minutes later

msleeper wrote:
In fact, someone should do a tutorial on the Wiki!

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CassataGames
98 Posts
Posted Nov 08, 2007
Replied 2 minutes later
You know, this might be a chance for me to make a name for myself here. Properly cited of course, I think I'll write one. That is, if no one else is planing to yet.