Texture Types Created 8 years ago2016-03-14 15:45:34 UTC by kamyon95 kamyon95

Created 8 years ago2016-03-14 15:45:34 UTC by kamyon95 kamyon95

Posted 8 years ago2016-03-14 15:45:34 UTC Post #329357
I think there's some texture types right? Like:

If texture name starts with "+" icon, that means it is animated texture.

If texture name starts with "~" icon, that means texture shining with light's brightness.

If texture name starts with "{" icon, that means it is a half-invisible texture like a sprite. (Blue places don't show in game.)

Is there any type of textures i didn't remember???
Posted 8 years ago2016-03-14 16:09:39 UTC Post #329358
Textures that starts with "-" and a number are randomly selected and replaced by each other during compiles, allowing for texture variance without having to place each texture inidividually.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-14 20:33:52 UTC Post #329360
Wow i didn't know that, thanks :)
And
I have a problem again...

"{" textures is not half invisible for me. When i put in game it appears with blue places. What should i do ???
Posted 8 years ago2016-03-14 20:58:58 UTC Post #329362
You need to turn the brush with the texture into an entity. Set the render mode to Solid and FX amount to 255.
Posted 8 years ago2016-03-14 20:59:26 UTC Post #329363
tie to entity - func_wall
render mode: solid
render fx: 255
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-03-14 21:13:13 UTC Post #329365
yea i did it like this, but it works only func_illusionary... And i want a door :(
Posted 8 years ago2016-03-14 21:19:49 UTC Post #329366
Any brush entity should work, as long as you set the other parameters the way Tetsu0 said.
Posted 8 years ago2016-03-14 21:27:13 UTC Post #329367
Ok it worked. I was selected render mode texture accidently. Thanks again :)
Posted 8 years ago2016-03-17 18:50:08 UTC Post #329424
If texture name starts with "!" icon, what's that type???
Posted 8 years ago2016-03-17 19:01:18 UTC Post #329425
Water if I remember correctly ?
Posted 8 years ago2016-03-17 19:18:01 UTC Post #329428
Oh. ok thanks :D
Posted 8 years ago2016-03-24 21:20:55 UTC Post #329541
I assume how 50% of the mappers don't know this:

There is a water current texture. It can be used in rivers to push players in the direction of the water. Hold on, I saw that somewhere on "The Tommy of Escondido", it is a mapper's site, which contains some interesting information.

I think the prefix for currents is '!cur_', however, not just that, you can also set it to go down, up and in certain directions: !cur90_, !cur180_ !cur270_, etc. It acts as if it's a water brush, and I don't think you need to turn it into a func_water entity. It's interesting, I tested it once, and if I remember correctly, the speed of the current is affected by how much you stretch the texture.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-03-24 21:56:00 UTC Post #329542
Wait really??? Well that saves me func_water :D
Thanks for sharing Admer456
Posted 8 years ago2016-03-25 03:44:40 UTC Post #329544
All these years and I had never heard of this.
Posted 8 years ago2016-03-25 13:35:59 UTC Post #329545
I've got the same feeling that an archeologist finding a working mechanical computer from ancient Greece would have.
Striker StrikerI forgot to check the oil pressure
Posted 8 years ago2016-03-26 09:31:09 UTC Post #329560
example maps or it didn't happen
Jessie JessieTrans Rights <3
Posted 8 years ago2016-03-26 10:33:22 UTC Post #329561
I have tested if textures starting with !cur_ or !cur<number>_ works as intended. They don't.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-27 05:44:22 UTC Post #329566
Dr. Orange, I don't think that "!cur_" is a prefix. As much as I remember I had a texture named "!cur", or "!cur_90". Without any additional characters. I went through some trial and error to get it working.

But they work very well, even if you can't change some of the parameters (Render Mode) without turning it into an entity. I have the .wad file, and the test map itself. I'll upload an example map (along with the .rmf and a .wad) as soon as possible.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-03-28 16:36:04 UTC Post #329584
Is there any vanilla texture that demonstrates this?
Posted 8 years ago2016-03-28 16:53:30 UTC Post #329585
It's been a long time since I've peeked into the HL1 WADs, but I'm 99% sure there isn't.

Odd that they'd put functionality like that in and then never use it.
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2016-03-29 09:10:28 UTC Post #329590
It might just be a remnant of the Quake code, just like the toggled animation. Really, there's no official texture that have two animated states. There's a lot of animated textures with a single "off" frame, but there are literary none with multiple "off" frames.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-29 11:16:37 UTC Post #329591
but there are literary none with multiple "off" frames
Not true; The +Number states are 'on' and the +Letter states are 'off' (depending on which texture is applied in the normal state.
Example
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-03-29 11:20:37 UTC Post #329592
Not true; The +Number states are 'on' and the +Letter states are 'off' (depending on which texture is applied in the normal state.
Example
I meant that there are no textures with multiple off frames (+a, +b, +c...) in the stock valve Half-Life wads.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-30 16:15:27 UTC Post #329593
There aren't, but you can see it works.
Posted 8 years ago2016-03-31 06:04:30 UTC Post #329594
Unlike this "!cur_" property. To restate:
example maps or it didn't happen
Jessie JessieTrans Rights <3
Posted 8 years ago2016-03-31 19:40:02 UTC Post #329597
Alright, alright... I'll upload an example map with all of the 6 directions: up, down, left, right, forward, and backward.

Just realize that it's not "!cur_", but "!cur_0" as it shouldn't contain any additional letters. Or maybe it's not "!cur", perhaps it's "cur". In any case and/or situation, I am going to make the map to prove my accidental re-discovery.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-03-31 21:48:00 UTC Post #329600
i'm still waiting :D
Posted 8 years ago2016-04-01 17:58:45 UTC Post #329613
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-04-01 18:05:47 UTC Post #329614
How do you scale the current force?
Nevermind, I forgot how to read
the speed of the current is affected by how much you stretch the texture
Tetsu0 Tetsu0Positive Chaos
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