AAATRIGGER Created 17 years ago2006-05-15 18:42:16 UTC by L33tArrow L33tArrow

Created 17 years ago2006-05-15 18:42:16 UTC by L33tArrow L33tArrow

Posted 17 years ago2006-05-15 18:42:16 UTC Post #180326
I had a problem when I was mapping. For some reason my AAATRIGGER was replaced with the "clip" texture (the nose one). 1. Is this a big problem or will everything work the same. and 2. Even if its not a big deal how do I switch it back?

Thanks.
Posted 17 years ago2006-05-15 18:54:24 UTC Post #180327
It's not really a big problem in compairison to other things that could happen, but your triggers won't work any more, so you will want to change them back.

Unless your map has a lot of triggers in it, you could just go back and re-texture all of them, but otherwise, just use the "replace" feature in the texture browser.

All you have to do is select the texture you want to replace (CLIP) in the texture browser, then click "replace" down at the bottom. A screen will pop up, and you can select the texture you want to replace it with (AAATRIGGER). click "Replace" and all the textures in your level that are CLIP will turn into AAATRIGGER textures.

The only problem with this is if you have a lot of CLIP textures in your level, then you'll just have to manually go through and re-texture those...

Hope that helps.
Posted 17 years ago2006-05-15 18:58:43 UTC Post #180328
I tried that several times but it didn't work. I figured it out though anyway. I reinstalled Hammer and replaced all my textures back in and they're all back. Thank you anyway though.
Posted 17 years ago2006-05-15 19:00:25 UTC Post #180329
That's an odd problem you had though, I've never heard of it before.
Posted 17 years ago2006-05-16 17:26:29 UTC Post #180419
This is now the 3rd time its happened to me and its bugging the crap out of me. The only thing im doing is continusly (spelling?) putting in new textures in the game configuration. If anyone knows whats wrong please tell me.

Thanks
Posted 17 years ago2006-05-16 17:35:07 UTC Post #180424
If I'm not mistaken, the aaatrigger texture has little effect on the working of the entities themselves, it's just a convenient way to texture triggers to make them easier to recognize. However, replacing them with the clip texture causes these brushes to block the player...

Odd problem if Hammer randomly changes your textures. I never encountered it. Textures showing up black might be a driver issue perhaps, otherwise I wouldn't know...
Posted 17 years ago2006-05-16 18:02:08 UTC Post #180427
The Texture shows in the list as the original half-life symbol. When I try to replace it, it shows the clip symbol. And when I try to add the texture to a block or anything the texture is plain white. So even if I dont have this I can use just any old texture for entities? I'm only really using ladders thats all.
Posted 17 years ago2006-05-16 18:14:37 UTC Post #180429
I'd suggest, (annoying as it is) to go manual. Trying to automatically replace a null is pissing into the wind my friend (in my own humble experience). If its a big map, then maybe some kind of ascii based replacement would work, but hammerwise, its just one of those damn things.
Posted 17 years ago2006-05-16 18:19:14 UTC Post #180432
I messed with it for a few minutes and I got it so when I apply the texture (even though its clip) it'll come out as aaatrigger. (????) But I still have the original clip so I think im good. Thanks. And also I just relized its not the same nose from clip the pic is skin color.?
Posted 17 years ago2006-05-16 18:38:30 UTC Post #180437
The xeno wad contains that AAA texture. Hammer randomly uses one of them, since they have the same name. It's normal, nothing to fear.

Check out teleport tutorial(Hl1 advanced section) the pic in there has that texture. ;)
Posted 17 years ago2006-05-16 19:24:32 UTC Post #180448
OMG THANK YOU! lol.
Posted 17 years ago2006-05-16 23:15:29 UTC Post #180466
yeah the clip brush doesnt render in-game its just an invisible brush that blocks player movement. either way in the hammer 3-d view, its a white nose, not skin color :glad:
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-05-17 08:41:21 UTC Post #180517
And it can't be tied by it self to an entity... especially a trigger/env one.

There is another face texture
Green nose: Origin texture. The axis(the little X that apears in the 2D views in the middle of the brush) of that brush is the point that all objects that are tied with the origin to entity will rotate around. I advice you always to add origins to func_trains even if they don't spin. It might solve a few problems so why not bother tying that brush with the train brushes to the train entity.
Posted 17 years ago2006-05-17 11:03:16 UTC Post #180564
do you mean the clip brush?? because in a map that im working on right now, (and soon to be in the vault) i am using a clip brush as a func_door.. but they cant be trigger entities.

and yes, train origins are always a plus, just make sure they're in the center of the train, unless you want some funky spin operations.
Tetsu0 Tetsu0Positive Chaos
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