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Replacing the model of the Hard Light Bridge

Well, as stated in the title, how do you change the model of the Hard Light Bridge?

Habzs wrote:
Well, as stated in the title, how do you change the model of the Hard Light Bridge?

Generally the behaviours of puzzle entities are hard-coded. Changing the model of a lightbridge would probably only create errors or change the collisions instead of actually changing the model.

What I would do: Hide the lightbridge in a wall and put the wanted model against the wall in-front of the real lightbridge. Make sure that a func_illusionary or another non-solid block is used so the actual lightbridge can travel through the wall and that the emitter model you actually want to use is non-solid so it doesnt block the lightbridge.

?????????????????????????????TWP Releases | My Workshop
chickenmobile wrote:
Habzs wrote:
Well, as stated in the title, how do you change the model of the Hard Light Bridge?

Generally the behaviours of puzzle entities are hard-coded. Changing the model of a lightbridge would probably only create errors or change the collisions instead of actually changing the model.

What I would do: Hide the lightbridge in a wall and put the wanted model against the wall in-front of the real lightbridge. Make sure that a func_illusionary or another non-solid block is used so the actual lightbridge can travel through the wall and that the emitter model you actually want to use is non-solid so it doesnt block the lightbridge.

Yeah. About that. I want the emitter to float in the middle of the room. :/

Habzs wrote:
Yeah. About that. I want the emitter to float in the middle of the room. :/

Gay floating emitter is gay.

?????????????????????????????TWP Releases | My Workshop
chickenmobile wrote:
Habzs wrote:
Yeah. About that. I want the emitter to float in the middle of the room. :/

Gay floating emitter is gay.

LOL. It's not exactly floating. That's the easiest way to describe what I want.

I want to use the HLB model as a HLB redirector. When a bridge touches the model, it activates it and 'redirects' the bridge.

If any of this even make sense. :D.

Habzs wrote:
chickenmobile wrote:
Habzs wrote:
Yeah. About that. I want the emitter to float in the middle of the room. :/

Gay floating emitter is gay.

LOL. It's not exactly floating. That's the easiest way to describe what I want.

I want to use the HLB model as a HLB redirector. When a bridge touches the model, it activates it and 'redirects' the bridge.

If any of this even make sense. :D.

Someone:

Spoiler
jexim
recently made something similar in his map except they were brushes with textures applied to it.

?????????????????????????????TWP Releases | My Workshop
Quote:
Someone:
Spoiler
jexim
recently made something similar in his map except they were brushes with textures applied to it.

I know. When I made my map, I didn't know that this concept existed. Thanks for helping anyway.

I think chicken is completely right here. To be honest I am unsure if this is a good idea. The whole idea of the hardlightbridge is that it is linear. Using "hlb-catchers" doesn't mess with this basic priciple but redirection things do. But if you think it's a good idea: proof me wrong :thumbup:

you could try using linked portal doors, I can think of a few ways that would work, but you cant have too many of them!



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps
BenVlodgi wrote:
you could try using linked portal doors, I can think of a few ways that would work, but you cant have too many of them!

I forgot all about the world portals. Will try it out. :)