Funnel color
Quote from Cau3T on March 7, 2012, 6:13 amHi everyone,
I'm searching in the web and I've tried few test, but I don't succeed in coloring a funnel. The color parameter works only for a funnel emitter, but not for funnel himself. (with the full funneling entity (funnel + emitter))
Also, I've try to make an env_funnel to make a separate funnel-emitter, but there isn't funnel out of the entity
(maybe I don't do it right).
So if anyone have a solution, please tell me it :/
Thanks,
Cau3T
Hi everyone,
I'm searching in the web and I've tried few test, but I don't succeed in coloring a funnel. The color parameter works only for a funnel emitter, but not for funnel himself. (with the full funneling entity (funnel + emitter))
Also, I've try to make an env_funnel to make a separate funnel-emitter, but there isn't funnel out of the entity
(maybe I don't do it right).
So if anyone have a solution, please tell me it :/
Thanks,
Cau3T
Quote from Soundlogic on March 7, 2012, 8:18 amThere is no known way to do this at this time. I am looking into a VERY hacky solution, but nothing can be done so far (unless you are the kind of person who invents hacky solutions, in that case I wish you luck)
Thank you,
Sound Logic
There is no known way to do this at this time. I am looking into a VERY hacky solution, but nothing can be done so far (unless you are the kind of person who invents hacky solutions, in that case I wish you luck)
Thank you,
Sound Logic
Quote from Cau3T on March 7, 2012, 4:50 pmThanks for the fast answer.
I'd search today for particles tractor_beam_core and tractor_beam_arm, but both don't run... Maybe if they run them color may be altered with the color attribute, but they don't run
Thanks for the fast answer.
I'd search today for particles tractor_beam_core and tractor_beam_arm, but both don't run... Maybe if they run them color may be altered with the color attribute, but they don't run ![]()
Quote from CamBen on March 7, 2012, 6:19 pmYou could always make your own texture that looks similar, and put in the vmt that it is not solid and is transparent. then, make it into a hollow cylindrical brush that rotates and put a trigger_push inside of it in the correct direction, and another facing upwards so you don't fall out.
thats really the only way I can think of.
You could always make your own texture that looks similar, and put in the vmt that it is not solid and is transparent. then, make it into a hollow cylindrical brush that rotates and put a trigger_push inside of it in the correct direction, and another facing upwards so you don't fall out.
thats really the only way I can think of.
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