Paint Tube for Excursion Funnel Travel
Quote from azure on July 15, 2011, 6:30 pmHey all, new mapper/poster here.
I'm working on my first "real" map in the destroyed theme, and as part of the map, I'd like to have the player travel through an old/deactivated paint tube via an excursion funnel.
Basically, what I'd like to know:
a) Is this possible? ie. do the dimensions work in terms of getting a funnel/player through the tube; Tested it, it's a little small, but fine otherwise, so that's fine
and b) if so is there a model which would work for this purpose, ie. has correct collisions I'll just disable collisions and clip it manually and is textured on both the inside and on the outside
Cheers, and thanks for any help!EDIT: Essentially, I need a straight version of props_underground/tube_paint_90a_broken.mdl
Hey all, new mapper/poster here.
I'm working on my first "real" map in the destroyed theme, and as part of the map, I'd like to have the player travel through an old/deactivated paint tube via an excursion funnel.
Basically, what I'd like to know:
a) Is this possible? ie. do the dimensions work in terms of getting a funnel/player through the tube; Tested it, it's a little small, but fine otherwise, so that's fine
and b) if so is there a model which would work for this purpose, ie. has correct collisions I'll just disable collisions and clip it manually and is textured on both the inside and on the outside
Cheers, and thanks for any help!
EDIT: Essentially, I need a straight version of props_underground/tube_paint_90a_broken.mdl
Quote from Skotty on July 15, 2011, 7:09 pmI recommend to use all models you can find with the filter "vactube" or "vac". There are all curves, straights and so on.
I recommend to use all models you can find with the filter "vactube" or "vac". There are all curves, straights and so on.
Quote from azure on July 15, 2011, 7:25 pmSkotty wrote:I recommend to use all models you can find with the filter "vactube" or "vac". There are all curves, straights and so on.Hmm... the vactubes actually work pretty well, though they still have the problem of not projecting the glass texture on the inside.
I guess I'll be using them unless a better alternative appears. Anyone have any ideas on how the make the glass two-way?
Hmm... the vactubes actually work pretty well, though they still have the problem of not projecting the glass texture on the inside.
I guess I'll be using them unless a better alternative appears. Anyone have any ideas on how the make the glass two-way?
Quote from Marlovious on July 15, 2011, 7:31 pmI'm pretty sure there are models of just the inside of the tubes. They are glass only so you would need to use both models at the same time.
I'm pretty sure there are models of just the inside of the tubes. They are glass only so you would need to use both models at the same time.
Quote from azure on July 15, 2011, 7:37 pmMarlovious wrote:I'm pretty sure there are models of just the inside of the tubes. They are glass only so you would need to use both models at the same time.A good thought, but from what I can tell, the separated frame/glass vactubes still use one-sided glass, strangely enough.
EDIT: A few of the glass_fracture models seem to fit (both the tube and the theme!), but they don't appear in game for me. Any idea what I'm doing wrong?
A good thought, but from what I can tell, the separated frame/glass vactubes still use one-sided glass, strangely enough.
EDIT: A few of the glass_fracture models seem to fit (both the tube and the theme!), but they don't appear in game for me. Any idea what I'm doing wrong?
Quote from Skotty on July 15, 2011, 8:00 pmMarlovious wrote:I'm pretty sure there are models of just the inside of the tubes. [...]There are no models for the glass inside. Even when [spoiler]Chell is on the way to GLaDos through the tubes[/spoiler] there is no glass inside the tube.
I'm a perfectionist and I already noticed that, but I'm sure if you are playing the map (like a normal player) you won't recognize it!The glass fracture models may be just for prop_dynamic or prop_static. Just try it out!
There are no models for the glass inside. Even when
I'm a perfectionist and I already noticed that, but I'm sure if you are playing the map (like a normal player) you won't recognize it!
The glass fracture models may be just for prop_dynamic or prop_static. Just try it out!
Quote from azure on July 15, 2011, 8:07 pmSkotty wrote:Marlovious wrote:I'm pretty sure there are models of just the inside of the tubes. [...]There are no models for the glass inside. Even when [spoiler]Chell is on the way to GLaDos through the tubes[/spoiler] there is no glass inside the tube.
I'm a perfectionist and I already noticed that, but I'm sure if you are playing the map (like a normal player) you won't recognize it!The glass fracture may be just for prop_dynamic or prop_static. Just try it out!
Curious. I too, hadn't even noticed it during the game. Alrighty then, I'm going to go ahead and use the frames.
There are no models for the glass inside. Even when
I'm a perfectionist and I already noticed that, but I'm sure if you are playing the map (like a normal player) you won't recognize it!
The glass fracture may be just for prop_dynamic or prop_static. Just try it out!
Curious. I too, hadn't even noticed it during the game. Alrighty then, I'm going to go ahead and use the frames.
Quote from Skotty on July 15, 2011, 8:10 pmIt won't be any problem for me to create models for inside glass. It just will look more dark from outside because you are looking through the glass twice (outside and inside side).
It won't be any problem for me to create models for inside glass. It just will look more dark from outside because you are looking through the glass twice (outside and inside side).
Quote from azure on July 15, 2011, 8:18 pmSkotty wrote:It won't be any problem for me to create models for inside glass. It just will look more dark from outside because you are looking through the glass twice (outside and inside side).I don't know too much about distribution, but does it make it difficult to share if the map includes custom materials? If not,and if it's not too much trouble, then I'll take you up on that.
Many thanks,
azure
I don't know too much about distribution, but does it make it difficult to share if the map includes custom materials? If not,and if it's not too much trouble, then I'll take you up on that.
Many thanks,
azure
Quote from Skotty on July 15, 2011, 8:24 pmHere you can see how to share custom things of your map: mapping-help/custom-sounds-in-zip-t3991.html
It's not very difficult and soon or later necessary for every mapper.I will create models with inside glass in the next few minutes. The glass on this models will be visible on both sides!
Edit:
There it is:
Vactube Glass both sidesAttention: VRAD will complain about missing dx90.vtx files. This just means VRAD can't create shadows casting on brushes for these vactubes. But they are made of glass, so no shadows won't be any problem.
Here you can see how to share custom things of your map: mapping-help/custom-sounds-in-zip-t3991.html
It's not very difficult and soon or later necessary for every mapper.
I will create models with inside glass in the next few minutes. The glass on this models will be visible on both sides!
Edit:
There it is:
Vactube Glass both sides
Attention: VRAD will complain about missing dx90.vtx files. This just means VRAD can't create shadows casting on brushes for these vactubes. But they are made of glass, so no shadows won't be any problem.
