Chamber Sign
Quote from Zman110 on May 23, 2011, 6:45 pmWell guys i come here on a newb note.
So I am good at making maps with hammer, dont get me wrong. But im having a time whit this "Chamber Sign". I saw this thread here topic2797.html and it looks very helpfull. But still dont know how to get it into the game. Would it be a overlay or what? will someone help me out on this?
Well guys i come here on a newb note.
So I am good at making maps with hammer, dont get me wrong. But im having a time whit this "Chamber Sign". I saw this thread here topic2797.html and it looks very helpfull. But still dont know how to get it into the game. Would it be a overlay or what? will someone help me out on this?
Quote from VitaminZed on May 23, 2011, 8:03 pmAll the info you need:
http://forums.thinking.withportals.com/community-releases/custom-sign-example-source-t2697.html
Best way to learn how to do this is to check out the example .vmf included here.
You basically need to add a new section to the vscripts/sp_lightboard_icons.txt file with your map name and a number of options for what to display on the sign. Then in your map create a new func_instance and point it at "instances/signs/info_sign_sp_clean.vmf" (or one of the alternatives). Then place it as needed and the game should handle the rest when you load your map.
All the info you need:
http://forums.thinking.withportals.com/community-releases/custom-sign-example-source-t2697.html
Best way to learn how to do this is to check out the example .vmf included here.
You basically need to add a new section to the vscripts/sp_lightboard_icons.txt file with your map name and a number of options for what to display on the sign. Then in your map create a new func_instance and point it at "instances/signs/info_sign_sp_clean.vmf" (or one of the alternatives). Then place it as needed and the game should handle the rest when you load your map.
Quote from ChickenMobile on May 23, 2011, 8:10 pmIts going to be just a normal texture which you put on a wall. (if you put $selfillum 1 then it will look like its glowing). They already give you the example code for the .vmt so it should be pretty easy to put in Hammer.
Make sure that you use the "To VTF" button to convert your image into Valve's format and then create a text file (which you will edit and then change the extension to .vmt) in your materials folder which points to your VTF.
VitaminZed wrote:All the info you need:
community-releases/custom-sign-example-source-t2697.htmlThis might be a little advanced for someone who doesn't know how to make their own custom texture. I should really check this out though
Its going to be just a normal texture which you put on a wall. (if you put $selfillum 1 then it will look like its glowing). They already give you the example code for the .vmt so it should be pretty easy to put in Hammer.
Make sure that you use the "To VTF" button to convert your image into Valve's format and then create a text file (which you will edit and then change the extension to .vmt) in your materials folder which points to your VTF.
community-releases/custom-sign-example-source-t2697.html
This might be a little advanced for someone who doesn't know how to make their own custom texture. I should really check this out though ![]()
Quote from Sleepless Mickey on May 24, 2011, 12:57 pmCheck out this tutorial. This guy does a great job explaining each step.
Check out this tutorial. This guy does a great job explaining each step.
http://www.youtube.com/watch?v=XXisv9z- ... ideo_title
