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Quick Question: Info_lighting not working with prop_dynamic

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Title says it all: How to enable and/or disable overlays. Inputs (enable/disable) don't work.

EDIT: New problem: Using info_lighting as lighting origin for prop_dynamic is not working for some reason. :-? I have some doors with "models/props_underground/underground_door_dynamic.mdl" model and I have set them so that they should be using lighting origins but for some reason they just show up black as if I hadn't set their lighting origins. It has worked perfectly earlier when I was using some prop_statics and I'm sure I didn't misspell any words etc. So what could the problem be?

If the vmt has multiple frames you need to change the skin. Use an env_texturetoggle. (I assume you mean you want to change the indicator line skin? If not, it might not work if you intend to just vanish some wall scrawling or something.)

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Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]
FourthReaper wrote:
If the vmt has multiple frames you need to change the skin. Use an env_texturetoggle. (I assume you mean you want to change the indicator line skin? If not, it might not work if you intend to just vanish some wall scrawling or something.)

I know how to make indicators but yes I'm trying to vanish some wall scrawlings.

But thanks for the tip anyways.

You can't fire Enable/Disable outputs to an info_overlay entity. I'd suggest you to turn the brushes where these overlays are into func_brushes for example and then fire the Disable output to those func_brushes while you enable other group of func_brushes that don't have the overlays onto them.

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josepezdj wrote:
You can't fire Enable/Disable outputs to an info_overlay entity. I'd suggest you to turn the brushes where these overlays are into func_brushes for example and then fire the Disable output to those func_brushes while you enable other group of func_brushes that don't have the overlays onto them.

I don't believe you can apply an overlay to anything else than world geometry or func_details though. :?

Villethemina wrote:
I know how to make indicators but yes I'm trying to vanish some wall scrawlings.

Why would you want to vanish scrawlings? Seems pretty unrealistic if you ask me. Unless of course you have a good reason for this.

One option you have is to make a custom vtf file which includes the scrawling ?nd an invisible frame so you can switch the frames, but that might be a hassle for something like this.

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Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]
josepezdj wrote:
You can't fire Enable/Disable outputs to an info_overlay entity. I'd suggest you to turn the brushes where these overlays are into func_brushes for example and then fire the Disable output to those func_brushes while you enable other group of func_brushes that don't have the overlays onto them.

Ok so I did an ugly hack where the scrawlings are on a world brush and in front of that world brush is a func_brush that I enable/disable to toggle the overlay visibilities.

FourthReaper wrote:
I don't believe you can apply an overlay to anything else than world geometry or func_details though. :?

Hmmm... correct. I tested it and you can't have overlays on func_brushes.

Villethemina wrote:
Ok so I did an ugly hack where the scrawlings are on a world brush and in front of that world brush is a func_brush that I enable/disable to toggle the overlay visibilities.

There is one thing I did when I discovered that you can't either parent an info_overlay: create a new texture with the overlay on it :D ...I mean, export the texture you're working with, export the overlay as a .png to keep the alpha channel and then use Paint/Photoshop to mix both by using 2 layers (you'll have the main texture as background and the overlay on top of the texture... then just save it as a new texture, a custom texture that will be exactly the same as the original one but with the overlay on it). This way, you'll have the texture version with the overlay and without it. Now it's easy to make a func_brush turn enable/disable and to "have" the overlays on it :thumbup:

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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josepezdj wrote:
There is one thing I did when I discovered that you can't either parent an info_overlay: create a new texture with the overlay on it :D ...I mean, export the texture you're working with, export the overlay as a .png to keep the alpha channel and then use Paint/Photoshop to mix both by using 2 layers (you'll have the main texture as background and the overlay on top of the texture... then just save it as a new texture, a custom texture that will be exactly the same as the original one but with the overlay on it). This way, you'll have the texture version with the overlay and without it. Now it's easy to make a func_brush turn enable/disable and to "have" the overlays on it :thumbup:

Err, don't you think it would be better to just make a custom overlay, one with a visible and an invisible skin? :o Much cleaner, and if you ask me, easier. ;)

As for the way Villethemina did it now, I guess that isn't very pretty or clean but it's definitely easier if you don't like Pakrat or Photoshop.

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Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]
FourthReaper wrote:
Err, don't you think it would be better to just make a custom overlay, one with a visible and an invisible skin? :o Much cleaner, and if you ask me, easier. ;)

Well, I haven't created one yet... but I guess that would be the best option :thumbup:

FourthReaper wrote:
As for the way Villethemina did it now, I guess that isn't very pretty or clean but it's definitely easier if you don't like Pakrat or Photoshop.

Nope, not much elegant. About pakrat, I don't think it might just be considered in those terms, it's an awesome tool and everyone should know how to use it just in cases. I don't use Photoshop either, but Paint.Net.

EDIT

I really can't see why changing the subject of the topic is better than to simply add a new post below all the rest saying something like "ok, I've sorted out that problem, but I've got another one: info_lighting doesn't work with my prop_dynamic..... etc etc". What is more: it would have been far most useful to create a new topic about your new problem (if you already searched and there wouldn't be any previous one on the same subject)... please think on anyone who has the same problem and needs to find the thread :thumbup:

Anyway, read the wiki about it, you must use an info_target for prop_dynamics, info_lighting is only for statics :wink: (I guess it has to do with the fact that the prop_dynamics move and they cannot have a static light origin, but its light must be continually updated by the engine)

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