Transparent but paintable
Quote from Knatte_Anka on December 15, 2011, 1:11 pmIm looking for a texture that is paint able but transparent because i want to do a map that you have to paint the bridge to see where to go but still give some hint at start what to expect.
but the problem is that i also want that portals is shoting right through.
so problem 1:
paint transparent textureProblem 2:
dont stop portal shots then shoting past it.I have mananged to get the paint to hit a transparent brush by having a trigger_paint_cleanser on a trigger texture and then added a texture that is transparent (custom texture) that you may walk on and almost see the texture and a third to give a green lighted texture then come to a checkpoint(func_brush) but the ideal is that you can paint the surface to see where it is.
if any one know om any transparent texture that can be painted plz tell me and i can look on the file and see if i can use any thing from it.
Im looking for a texture that is paint able but transparent because i want to do a map that you have to paint the bridge to see where to go but still give some hint at start what to expect.
but the problem is that i also want that portals is shoting right through.
so problem 1:
paint transparent texture
Problem 2:
dont stop portal shots then shoting past it.
I have mananged to get the paint to hit a transparent brush by having a trigger_paint_cleanser on a trigger texture and then added a texture that is transparent (custom texture) that you may walk on and almost see the texture and a third to give a green lighted texture then come to a checkpoint(func_brush) but the ideal is that you can paint the surface to see where it is.
if any one know om any transparent texture that can be painted plz tell me and i can look on the file and see if i can use any thing from it.
Quote from wrathofmobius on December 15, 2011, 2:19 pmI don't have much experience here but I think you could use a couple of brushes here. A tools/playerclip to keep the player from going through, a transparent texture that is marked as non-solid, and the fix above with another brush. I don't know exactly how your fix works but depending on how it works you might be able to combine the previous two. I haven't tried this but this is the first thing that comes to mind.
I don't have much experience here but I think you could use a couple of brushes here. A tools/playerclip to keep the player from going through, a transparent texture that is marked as non-solid, and the fix above with another brush. I don't know exactly how your fix works but depending on how it works you might be able to combine the previous two. I haven't tried this but this is the first thing that comes to mind.
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Quote from Knatte_Anka on December 15, 2011, 3:14 pmWhat i want is lika light bridge but diffrent texture.
To do a transparent walkway is no problem but to get gel to stay on surface is the hard
What i want is lika light bridge but diffrent texture.
To do a transparent walkway is no problem but to get gel to stay on surface is the hard
Quote from spongylover123 on December 15, 2011, 5:39 pmMake a custom transparent texture with a custom vmt
Make a custom transparent texture with a custom vmt
Quote from Spam Nugget on December 16, 2011, 4:23 amJust set the render mode to "do not render" and any texture will be invisible.
Just set the render mode to "do not render" and any texture will be invisible.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Knatte_Anka on December 16, 2011, 4:46 amSpam Nugget wrote:Just set the render mode to "do not render" and any texture will be invisible.Gona try it later today
. But got a feeling that it work
Gona try it later today
. But got a feeling that it work
Quote from Mr. P. Kiwi on December 16, 2011, 9:15 amBridges are paintable by default with repulsion and propulsion gels; so no work is required to make them paintable. However, if you want to paint them with conversion gel then there's going to be a big problem - how can you shoot a portal through a portable surface? If that's the case, give up the idea and think of another puzzle...
Why people keep asking about this?
Bridges are paintable by default with repulsion and propulsion gels; so no work is required to make them paintable. However, if you want to paint them with conversion gel then there's going to be a big problem - how can you shoot a portal through a portable surface? If that's the case, give up the idea and think of another puzzle...
Why people keep asking about this?
Quote from iWork925 on December 16, 2011, 9:30 amI dont know. Maybe they have run out of ideas. I got this using the SEARCH BUTTON HINT HINT
mapping-help/conversion-gel-on-hard-light-bridges-t5066.html
mapping-help/light-bridge-t4999.html
mapping-help/invisible-light-bridge-t4215.htmlI like how ALL of these are met by disbelief from expirenced mapper at why you would want to do something so confusing.
I dont know. Maybe they have run out of ideas. I got this using the SEARCH BUTTON HINT HINT
mapping-help/conversion-gel-on-hard-light-bridges-t5066.html
mapping-help/light-bridge-t4999.html
mapping-help/invisible-light-bridge-t4215.html
I like how ALL of these are met by disbelief from expirenced mapper at why you would want to do something so confusing.

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from Knatte_Anka on December 16, 2011, 10:01 amKnatte_Anka wrote:Spam Nugget wrote:Just set the render mode to "do not render" and any texture will be invisible.Gona try it later today
. But got a feeling that it work
The brush is invisible but the same is for the paint so it is only more frustrating to get a speed but not seeing the paint.
why i want a texture that is almost invis but paint able is that i do a puzzle there you have orange gel to paint out a maze looking bridge in the air and that you may use orange gel to mark out your way to get to exit (and if you get to some checkpoints it is always visible and you don't die if you fall down)
and i have done some custom textures to get it to work in 3 layers.
1. almost invisible grid so you can see it if you looking hard.
2. and grid fully visible and rest lighted in green
3. temporary trigger to stop paint by using Trigger_Paint_cleanserbut i want layer 1 to be able to be painted to give a guide where to go.
and then be able to delete layer 3
Gona try it later today
. But got a feeling that it work
The brush is invisible but the same is for the paint so it is only more frustrating to get a speed but not seeing the paint.
why i want a texture that is almost invis but paint able is that i do a puzzle there you have orange gel to paint out a maze looking bridge in the air and that you may use orange gel to mark out your way to get to exit (and if you get to some checkpoints it is always visible and you don't die if you fall down)
and i have done some custom textures to get it to work in 3 layers.
1. almost invisible grid so you can see it if you looking hard.
2. and grid fully visible and rest lighted in green
3. temporary trigger to stop paint by using Trigger_Paint_cleanser
but i want layer 1 to be able to be painted to give a guide where to go.
and then be able to delete layer 3
Quote from Knatte_Anka on December 16, 2011, 10:34 am
got it working by having a non transparent texture and then change "render mode" from normal to any other
and then change Fx Amount to less then 255 (255=100% visable)![]()
now i can do a almost invisable bridge that is partial painted from start to give a hint on how to do the puzzle
got it working by having a non transparent texture and then change "render mode" from normal to any other
and then change Fx Amount to less then 255 (255=100% visable)
now i can do a almost invisable bridge that is partial painted from start to give a hint on how to do the puzzle ![]()



