trying to make stairs with arm panels help
Quote from harmeister on May 19, 2013, 11:53 amThanks although I don't know how to do a skybox yet, but I think I could figure it out. Here is another question. In the PTI builder I found what looks like a four panel thing stuck together that can go from 90 60 45 30 15 0 degrees. I guess the glass one is in a func_instance because the instance is: instances/p2editor/panel_clear.vmf. This is the properties: http://www.mediafire.com/view/?8ucjsr3lg4bb81m what does this mean and what if I want it to open like 90 or something how do I change that? How do I trigger it?
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Also, I have an unrelated question and I am too lazy to make another thread so, gravity. To what extent can gravity go? Can you make like walls or blocks or something just spawn and fall? Or can you defy gravity and walk on the ceiling?Sincerely,
Harley FrankP.S.
I do want to thank you guys for the help. Most people would just shove me off, but you guys are really helpful!
Thanks although I don't know how to do a skybox yet, but I think I could figure it out. Here is another question. In the PTI builder I found what looks like a four panel thing stuck together that can go from 90 60 45 30 15 0 degrees. I guess the glass one is in a func_instance because the instance is: instances/p2editor/panel_clear.vmf. This is the properties: http://www.mediafire.com/view/?8ucjsr3lg4bb81m what does this mean and what if I want it to open like 90 or something how do I change that? How do I trigger it?
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Also, I have an unrelated question and I am too lazy to make another thread so, gravity. To what extent can gravity go? Can you make like walls or blocks or something just spawn and fall? Or can you defy gravity and walk on the ceiling?
Sincerely,
Harley Frank
P.S.
I do want to thank you guys for the help. Most people would just shove me off, but you guys are really helpful!
Quote from FelixGriffin on May 19, 2013, 1:03 pmChange the parm to ramp_angle_deg_up and connect an input. But I wouldn't recommend using the PTI instances for anything outside the PTI.
Other questions: yes, func_physbox/phys_convert/prop_physics, no.
Change the parm to ramp_angle_deg_up and connect an input. But I wouldn't recommend using the PTI instances for anything outside the PTI.
Other questions: yes, func_physbox/phys_convert/prop_physics, no.

Quote from Gemarakup on May 19, 2013, 1:42 pmFelixGriffin wrote:Change the parm to ramp_angle_deg_up and connect an input. But I wouldn't recommend using the PTI instances for anything outside the PTI.Other questions: yes, func_physbox/phys_convert/prop_physics, no.
What about phys_gravity or using world portals and trigger_catapult like the guy on the showcasting thread?
Other questions: yes, func_physbox/phys_convert/prop_physics, no.
What about phys_gravity or using world portals and trigger_catapult like the guy on the showcasting thread?
Quote from FelixGriffin on May 19, 2013, 2:29 pmTry it. But really the only way to walk on the ceiling is to build your room upside down.
Try it. But really the only way to walk on the ceiling is to build your room upside down.
Quote from harmeister on May 20, 2013, 12:05 pmOk I will try it and let you know how it works.
I see that there is a gel dropper, but is there a tube I can place to where you can see the gel before it gets to the dropper?
Sincerely,
Harley Frank
Ok I will try it and let you know how it works.
I see that there is a gel dropper, but is there a tube I can place to where you can see the gel before it gets to the dropper?
Sincerely,
Harley Frank
Quote from FelixGriffin on May 20, 2013, 5:29 pmSure, make a prop_static with a vactube model. (Filter for "vactube" in the browser.) Then either run your paint_sprayer paint through the vactube or use an info_particle_syatem with one of the blob_curve effects.
Sure, make a prop_static with a vactube model. (Filter for "vactube" in the browser.) Then either run your paint_sprayer paint through the vactube or use an info_particle_syatem with one of the blob_curve effects.
Quote from harmeister on May 20, 2013, 5:33 pmWait what?
Sincerely,
Harley Frank
Wait what?
Sincerely,
Harley Frank
Quote from harmeister on May 21, 2013, 1:11 pmI am trying to get my lighting just right here and here are some screen shots of what is going on. http://www.mediafire.com/folder/w11i6i3 ... 2_Lighting I don't know how to fix this because I guess the shadows or when you look at something, it lights up, but then darkens when you look away.
Sincerely,
Harley Frank
I am trying to get my lighting just right here and here are some screen shots of what is going on. http://www.mediafire.com/folder/w11i6i3 ... 2_Lighting I don't know how to fix this because I guess the shadows or when you look at something, it lights up, but then darkens when you look away.
Sincerely,
Harley Frank

Quote from Gemarakup on May 21, 2013, 1:42 pmharmeister wrote:I am trying to get my lighting just right here and here are some screen shots of what is going on. http://www.mediafire.com/folder/w11i6i3 ... 2_Lighting I don't know how to fix this because I guess the shadows or when you look at something, it lights up, but then darkens when you look away.Sincerely,
Harley FrankDon't use a *_vertex texture
Sincerely,
Harley Frank
Don't use a *_vertex texture
Quote from harmeister on May 21, 2013, 1:47 pmWhat classifies as a vertex texture?
Sincerely,
Harley Frank
What classifies as a vertex texture?
Sincerely,
Harley Frank