?Solving?Another several questions on my current map.
Quote from Freeman|TR on April 16, 2014, 3:00 amWell I'm just starting up with hammer so questions just keep coming to me.
[Solved]1.How to make grates?An exact grates,not glass with a hole.
[Solved]2.Is there a way to combine entity's properties like,a breakable func_door?
[Solved]3.How to reply others in this forum?Simply by clicking "Quote"?
4.I've been using env_smokestack in hammer lately for creating smokes in portal 2.I notice that func_smokevolume and func_dustmotes etc. have issues in portal 2 cuz they emit white particles while started.For env_smokestack,it appears normally but there seems to be an issue about delaying.
Here's the problem:
In a trigger_once,or a func_instance about a pedestal button,I set the output correctly with the env_smokestack,with"After a delay in 0.00" -->no delay.But the smoke always seems to emit a bit late.(Note:the smoke is always started
behind me).I pressed the button,after a few seconds I should be seeing a lot of smoke behind me.But it always
seems to be just starting.The smokes just start emitting after I look back,at the smoke.How to do with this?I want to create a scene where the player press the button,and look back,and find a lot of smoke already there.
5.I want to kill the player after an event wherever the player is.I've thought about using a trigger_hurt covering the whole map but will it be too expensive?Is there a sweet way to cause player's death?
Well I'm just starting up with hammer so questions just keep coming to me.
[Solved]1.How to make grates?An exact grates,not glass with a hole.
[Solved]2.Is there a way to combine entity's properties like,a breakable func_door?
[Solved]3.How to reply others in this forum?Simply by clicking "Quote"?
4.I've been using env_smokestack in hammer lately for creating smokes in portal 2.I notice that func_smokevolume and func_dustmotes etc. have issues in portal 2 cuz they emit white particles while started.For env_smokestack,it appears normally but there seems to be an issue about delaying.
Here's the problem:
In a trigger_once,or a func_instance about a pedestal button,I set the output correctly with the env_smokestack,with
"After a delay in 0.00" -->no delay.But the smoke always seems to emit a bit late.(Note:the smoke is always started
behind me).I pressed the button,after a few seconds I should be seeing a lot of smoke behind me.But it always
seems to be just starting.The smokes just start emitting after I look back,at the smoke.How to do with this?I want to create a scene where the player press the button,and look back,and find a lot of smoke already there.
5.I want to kill the player after an event wherever the player is.I've thought about using a trigger_hurt covering the whole map but will it be too expensive?Is there a sweet way to cause player's death?
Quote from srs bsnss on April 16, 2014, 3:26 am1) A brush, textured with metalgrate018
2) Not as far as I know, though there may be complicated workarounds.
3) Yes.
1) A brush, textured with metalgrate018
2) Not as far as I know, though there may be complicated workarounds.
3) Yes.

Quote from TeamSpen210 on April 16, 2014, 4:06 am1. Texturing a brush with a grate texture will allow portals + turret fire and lasers, but blocks things like funnels and light bridges. Use a non-solid func_brush with a grate texture, plus a player_clip textured brush and a func_clip_vphysics to allow those through. This isn't really necersary for small grates though.
2. You'd probably need to use both entities, usually plus some logic and I/O to get it to work exactly how you want. In this case, make the func_door how you want it to appear, surrounded by a nodrawed func_breakable parented to the door (extending a few units on all sides). When the breakable breaks, Kill the door so it won't block the path.
1. Texturing a brush with a grate texture will allow portals + turret fire and lasers, but blocks things like funnels and light bridges. Use a non-solid func_brush with a grate texture, plus a player_clip textured brush and a func_clip_vphysics to allow those through. This isn't really necersary for small grates though.
2. You'd probably need to use both entities, usually plus some logic and I/O to get it to work exactly how you want. In this case, make the func_door how you want it to appear, surrounded by a nodrawed func_breakable parented to the door (extending a few units on all sides). When the breakable breaks, Kill the door so it won't block the path.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Freeman|TR on April 16, 2014, 4:41 amsrs bsnss wrote:1) A brush, textured with metalgrate0182) Not as far as I know, though there may be complicated workarounds.
3) Yes.
Yeah thanks the I got the grate.
2) Not as far as I know, though there may be complicated workarounds.
3) Yes.
Yeah thanks the I got the grate.
Quote from Freeman|TR on April 16, 2014, 4:45 amTeamSpen210 wrote:1. Texturing a brush with a grate texture will allow portals + turret fire and lasers, but blocks things like funnels and light bridges. Use a non-solid func_brush with a grate texture, plus a player_clip textured brush and a func_clip_vphysics to allow those through. This isn't really necersary for small grates though.2. You'd probably need to use both entities, usually plus some logic and I/O to get it to work exactly how you want. In this case, make the func_door how you want it to appear, surrounded by a nodrawed func_breakable parented to the door (extending a few units on all sides). When the breakable breaks, Kill the door so it won't block the path.
Thank you I grab the solution.
Sorry but Here comes another question,how to make a indicator mark in portal 2?You know the a square of strange shape using texture signage/shape01 etc..I tried to create a brush and texture it with the signage/shape01 but it seems won't appear.I tried the info_overlay but seems I can't get it work (don't appear).What's the right way?
I find these signage texture acting weirdly both in editor and in game.
2. You'd probably need to use both entities, usually plus some logic and I/O to get it to work exactly how you want. In this case, make the func_door how you want it to appear, surrounded by a nodrawed func_breakable parented to the door (extending a few units on all sides). When the breakable breaks, Kill the door so it won't block the path.
Thank you I grab the solution.
Sorry but Here comes another question,how to make a indicator mark in portal 2?You know the a square of strange shape using texture signage/shape01 etc..I tried to create a brush and texture it with the signage/shape01 but it seems won't appear.I tried the info_overlay but seems I can't get it work (don't appear).What's the right way?
I find these signage texture acting weirdly both in editor and in game.
Quote from srs bsnss on April 16, 2014, 5:25 amUnder almost all circumstances you'd use the overlay tool for that. If they appear all flicker-y, that's fine. If they straight up don't appear, check "Brush Faces" in the properties of the overlay to make sure the allocated brush face is actually the one the overlay is on (allocated brushes will appear green in the 3d window).
Under almost all circumstances you'd use the overlay tool for that. If they appear all flicker-y, that's fine. If they straight up don't appear, check "Brush Faces" in the properties of the overlay to make sure the allocated brush face is actually the one the overlay is on (allocated brushes will appear green in the 3d window).
Quote from Freeman|TR on April 16, 2014, 5:36 amsrs bsnss wrote:Under almost all circumstances you'd use the overlay tool for that. If they appear all flicker-y, that's fine. If they straight up don't appear, check "Brush Faces" in the properties of the overlay to make sure the allocated brush face is actually the one the overlay is on (allocated brushes will appear green in the 3d window).can I allocate the brush face on a func_door entity?
can I allocate the brush face on a func_door entity?
Quote from Lpfreaky90 on April 16, 2014, 6:45 amFreeman|TR wrote:can I allocate the brush face on a func_door entity?Nope; you can't have overlays on moving stuff.
Nope; you can't have overlays on moving stuff.
Quote from Freeman|TR on April 16, 2014, 11:40 amLpfreaky90 wrote:Freeman|TR wrote:can I allocate the brush face on a func_door entity?Nope; you can't have overlays on moving stuff.
Yeah I can't.I've noticed there's no "parent" in properties either.
Could you plz have a look at my No.4 question about smokes?
Nope; you can't have overlays on moving stuff.
Yeah I can't.I've noticed there's no "parent" in properties either.
Could you plz have a look at my No.4 question about smokes?
Quote from Freeman|TR on April 16, 2014, 11:50 amsrs bsnss wrote:Under almost all circumstances you'd use the overlay tool for that. If they appear all flicker-y, that's fine. If they straight up don't appear, check "Brush Faces" in the properties of the overlay to make sure the allocated brush face is actually the one the overlay is on (allocated brushes will appear green in the 3d window).Got the overlay work~!Thanks.But would you plz take a look at my 4th question about smoke?
Got the overlay work~!Thanks.But would you plz take a look at my 4th question about smoke?