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Counter using the countdown_timer_num_00 etc textures?

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Has anyone managed to make a counter using the countdown_timer_num_00, 01, 02 textures.
I actually wanted to make a counter which isn't a countdown but counts the numbers incrementally.
I remember having seen that used in a custom map for a countdown from three backwards. Can't remember which one it was.
Any ideas?
Tried func_brushes which are disabled in order so far but the above mentionned texture is tricky to apply (also as overlay) or I'm simply too stupid. Just thought that someone might have found an appropriate solution for this..........thank you.

These are the textures I am referring to / category effects:

countdowndigits.jpg

You could possibly do it by having them as overlays. You could then change the texture via texture_toggle and set a delay on the time they switch.

So it would start off with 0...after a second it would change to 1, then to two etc. Then just reset it back to 0 to start again.

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I think I've tried that. Unfortunately it's not a (I think it's called) multitexture. So incrementing the texture index via texture_toggle doesn't work like with indicator lights.It of course would be great if it would be that easy.
Thanks for the tip, though. Will have another look if I did something wrong while trying.

Just an additional question, has Valve used it in in the original maps? Can't remember having seen it (Alzheimer possible).

I think it was used in the room with the giant door. It was also used in delta_bunsen. I have the vmf from that somewhere. Just a minute...
EDIT: Lobster did it with three overlapping func_brushes textured with the three numbers, from which only one was activated at one time.

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Thanks BrainstoneX,
seems to be almost the same approach which I tried. It is quite tedious for my purpose, though (have to count from 0 to 9). The triggering will also be somehow tricky. Maybe I can find a workaround.
Appart from the fact that I've no idea how to create custom (multi-) textures I wanted to get along with the given ones first. Don't want to mess with custom stuff, yet.

I love valve sometimes, "Gabe, should we make the underground counter the same way we made the Clean counter?" "Nah just make a ton of brushes and throw the textures on, she'll be good."

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"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."

I'm sure someone far below gabe made that decision. Probably the same kind of people at valve who don't playerclip any stairs in TF2 maps.

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[spoiler][SP] Alternate[/spoiler]

Lol'd. As discussed here general-discussion/valve-are-terrible-mappers-t3802.html valve scrapped the bottom of the barrel for Portal 2 mappers/developers. Portal 1 was near flawless compared to portal 2.

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"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."

what? are you kidding? all those portal 2 maps had impeccable technique, artistic quality, and puzzle quality!

My Maps:
[spoiler][SP] Alternate[/spoiler]
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