Again: 2 questions
killer tomato
11-10-2004, 04:36 PM
Sorry for making a new thread but I wanted to make sure I have your attention.
So now I have it, here are my questions:
Q01. If I use a Custom Additive Texture, how do I make Steam understand it's additive? They show up with blue surfaces included.
Q02. Now, I added dod_trigger_sandbag's and before I proceded to the compile ceremony I configured their angles. My problem is: every time I run my map, the angles seem to be in their default direction! When I open up my map, the angels are in set in default direction! Wich evil force is playing with me?
I need clearance. Help will be appriciated (as allways aye?)
tomato
travis
11-10-2004, 05:47 PM
heres a little visual on the sandbag entitiy and they way you set it up for deployment direction.
with the additive question, im not sure what your using it for but, to entitiy func_wall or func_illusionary with render mode additive is most likely what you are looking for.
killer tomato
11-10-2004, 06:20 PM
Thanks for the reply RandoM, but that's what I did. Again and Again. Everytime I compiled it, the angles were automaticly set to default and when I opened op the map with hammer, the angles were set back to defeault, unfortunatly.
travis
11-10-2004, 06:56 PM
format.
nah that is odd, very odd. you sure you are saving :P? rechecked the entitiy after you have set the values to make sure they are still set b4 compile :P? using batch compiler or hammer?
killer tomato
11-10-2004, 07:17 PM
Yes, been there done that. Several times. I use Hammer and it makes me sick.
Gorbachev
11-11-2004, 01:05 AM
Make sure you're saving a .map file, and use a batch compile...it'll help loads. Take the 10-15 mins to learn and understand the batch compiler and it'll be your new best friend.
killer tomato
11-11-2004, 04:51 AM
Last time I used a batchcompiler it wouldn't work... Guess I have no choice then to try it again.
Thanks, it's definitly worth a try.
travis
11-11-2004, 05:29 AM
batch compiler is good once you learn to use it, well by process of elimination if it comes out the same with batch compiler your doing something wrong on the hammer end of things.
spine
11-12-2004, 01:31 PM
Yeah Killah i've heard of the problems with the sandbags before,
but sorry to say I dont remember the answere for it.
But at least you now know you are not the only one...:D
If you are using the "seethrough stuf I have made, then
forget it, they dont work, and I dont know why.
THey are all made with 255 blue and index color rules but
still don't work, beats me...:confused:
*hmm not much help there*
(4THIDUSA) SSG
11-12-2004, 08:38 PM
when you edit at 16 million and save at 256 it changes the pallete , so when you change to 256 then edit the pallete color of 255 back to blue or whatever color you need to be transparent, then set the pallete color 255 to the transparent color
spine
11-13-2004, 01:33 PM
Thanx,
Sorry to cap your thread Killah,
And sorry to still ask a question about this but
I'm not quite sure I got what you said just there...
Do you know of a tut with some more detailed explanation?
So I don't keep asking stupid questions... :D
(4THIDUSA) SSG
11-13-2004, 05:39 PM
Well, yes I do, click the link in my sig that says "How to Make your own flags" enjoy, read it all and the responces I answer there questions
spine
11-14-2004, 08:59 AM
Thanx, will check it out.
Again sry Killah..
killer tomato
11-14-2004, 02:00 PM
hahah!
No problemo. I'm interrested in the solution too ;)
Succes with making great textures,
tomato
Watchtower
11-15-2004, 08:55 AM
I think i may know what your problem is as it sounds familiar.
Sometimes I notice that when you group entities together, that the values get messed up. I know this because i was texturing a map for someone and i grouped a bunch of entities and that screwed them up.
So, Im pretty confident on this one, if your grouping these sandbag entities with other objects/models/entities, it may be your problem.
oh, p.s.,
use batch compiler.
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