Overlay problem
Quote from Lukavian on May 28, 2011, 7:11 pmI'm trying to make a competitive co-op map where score is tracked via a scoreboard. So far I think it makes the most sense to use countdown timer numbers, since they are the most obvious numeric textures in the game.
Though I admit I haven't looked through every possible overlay and texture in Hammer.I'm having a rather frustrating problem though. I don't know yet if I can get the numbers to increment on scoring, but for some reason the overlays aren't even appearing. I have a screenshot, but due to forum width limitations you may have to rightclick and "view image"...not that the missing inch and a half are likely that relevatory.
screenshot
[spoiler][/spoiler]
I've used overlays successfully in my other map, where I had guide arrows, a pair of flinging overlays, and working indicator lights. I understand if part of the problem might be that in order for the countdown timer numbers to appear, they must be on a texture background of the countdown timer background texture...but that wouldn't explain the absence of the blue and orange fist overlays.And yes, the incomplete/unstable overlay appearance is common for me. From what I've seen in my searches on the current problem, it has to do with using an nVidia graphics card.
I'm trying to make a competitive co-op map where score is tracked via a scoreboard. So far I think it makes the most sense to use countdown timer numbers, since they are the most obvious numeric textures in the game.
Though I admit I haven't looked through every possible overlay and texture in Hammer.
I'm having a rather frustrating problem though. I don't know yet if I can get the numbers to increment on scoring, but for some reason the overlays aren't even appearing. I have a screenshot, but due to forum width limitations you may have to rightclick and "view image"...not that the missing inch and a half are likely that relevatory.
screenshot

I've used overlays successfully in my other map, where I had guide arrows, a pair of flinging overlays, and working indicator lights. I understand if part of the problem might be that in order for the countdown timer numbers to appear, they must be on a texture background of the countdown timer background texture...but that wouldn't explain the absence of the blue and orange fist overlays.
And yes, the incomplete/unstable overlay appearance is common for me. From what I've seen in my searches on the current problem, it has to do with using an nVidia graphics card.
Quote from Groxkiller585 on May 28, 2011, 8:09 pmActually it has to do with the texture not having $decal in it's VMT, which flags it for use as an overlay. (for example signs have this but your numbers do not) It isn't strictly required but it optimizes the overlay.
also, is the brush they are on by chance a func_brush? I have been hitting problems with getting overlays to work on them anymore.
Actually it has to do with the texture not having $decal in it's VMT, which flags it for use as an overlay. (for example signs have this but your numbers do not) It isn't strictly required but it optimizes the overlay.
also, is the brush they are on by chance a func_brush? I have been hitting problems with getting overlays to work on them anymore.

Quote from msleeper on May 28, 2011, 8:38 pmThis would be much more effective using a texture that you can toggle, like indicator strips.
This would be much more effective using a texture that you can toggle, like indicator strips.
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Quote from Lukavian on May 28, 2011, 9:31 pmIt is, actually, a func_brush. I'll try func_detail and see if that helps.
msleeper wrote:This would be much more effective using a texture that you can toggle, like indicator strips.The problem with that is, I'm hoping to make a "First to five" type competition. Having a series of tick marks or a row of five indicator light strips (for example) would be a viable solution, using a logic_relay or other logic gate system to track the number of points. Displaying it on a scoreboard is really what I'm looking to do...preferably one that doesn't take any serious effort or time to interpret. An active competition would require a quick glance at most...counting indicator strips or other similar textures would just take too long, even with only five.
At least, in my mind. Maybe in practice it wouldn't be that hard. Or maybe the players wouldn't really focus on the score all that much in the first place, and just try to win anyway.UPDATE: Changing the brush entity to a func_wall didn't work, but a func_detail did. I also changed the overlays on one side (blue) to different textures (specifically, the color indicator is vgui/hud/commands/gesture_fistpump_blue, and the number is signage/bts_sign_number_00). All four show. I thought that using a logic system as well as a texture toggle that kills existing numbers and makes other appear, I could overlap different overlays and have them increment that way (in other words, have all six overlays in place, 0-5, and when one point is scored, kill the 0 and activate the 1...and so forth). Unfortunately, overlays don't have an on/off or appear/disappear input. So maybe the approach of using numbers won't work at all.
It is, actually, a func_brush. I'll try func_detail and see if that helps.
The problem with that is, I'm hoping to make a "First to five" type competition. Having a series of tick marks or a row of five indicator light strips (for example) would be a viable solution, using a logic_relay or other logic gate system to track the number of points. Displaying it on a scoreboard is really what I'm looking to do...preferably one that doesn't take any serious effort or time to interpret. An active competition would require a quick glance at most...counting indicator strips or other similar textures would just take too long, even with only five.
At least, in my mind. Maybe in practice it wouldn't be that hard. Or maybe the players wouldn't really focus on the score all that much in the first place, and just try to win anyway.
UPDATE: Changing the brush entity to a func_wall didn't work, but a func_detail did. I also changed the overlays on one side (blue) to different textures (specifically, the color indicator is vgui/hud/commands/gesture_fistpump_blue, and the number is signage/bts_sign_number_00). All four show. I thought that using a logic system as well as a texture toggle that kills existing numbers and makes other appear, I could overlap different overlays and have them increment that way (in other words, have all six overlays in place, 0-5, and when one point is scored, kill the 0 and activate the 1...and so forth). Unfortunately, overlays don't have an on/off or appear/disappear input. So maybe the approach of using numbers won't work at all.
Quote from msleeper on May 29, 2011, 3:31 pmOr maybe you should do what I said, create a toggleable texture with 6 animations frames (0 through 5) and use an env_texturetoggle to have it change what frame it's on. This will produce exactly what result you are looking for - a material that can "count up" visually.
Or maybe you should do what I said, create a toggleable texture with 6 animations frames (0 through 5) and use an env_texturetoggle to have it change what frame it's on. This will produce exactly what result you are looking for - a material that can "count up" visually.
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Quote from msleeper on May 29, 2011, 11:19 pmI'm saying you will need to use the existing textures to create a new VMT and VTF, yes.
I'm saying you will need to use the existing textures to create a new VMT and VTF, yes.
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