triggering render mode changes Created 13 years ago2010-07-17 11:41:11 UTC by Tetsu0 Tetsu0

Created 13 years ago2010-07-17 11:41:11 UTC by Tetsu0 Tetsu0

Posted 13 years ago2010-07-17 11:49:47 UTC Post #283133
I have a prop_physics that is set to "dont render"
But i want it to render normally when a certain event is triggered.
I can't find any source equivalent to "env_render" And i don't see anything useful in the particular entities inputs...

Anybody know a way around this?
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-07-17 12:22:41 UTC Post #283134
Explain the situation and I might come up with a way to work around it
Madcow MadcowSpy zappin my udder
Posted 13 years ago2010-07-17 14:29:00 UTC Post #283135
i have a combine panel in the center of a room. Its a prop physics and i have it initally set to rendermode - dont render.

I have a combine gunship flying over the room and when it gets to a certain area the trigger kills the gunship and i want the panel to render normally.

I also have a button on the panel but i just have it locked to the time being, that's no problem really.
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-07-18 13:24:35 UTC Post #283150
SIMPLE!

Just select rendermode of the panel to either additive or texture, I believe both work, and then set the input to ALPHA and in the parameter type a number between 0 and 255, 255 being completely invisible, and 0 being visible.
If you want it to be invisible at first, set it to 0 using a logic_auto, and then using a trigger make it 255 when you want it to appear.
Problem solved :)
However, you do relise that the panel will still be there, but it will be invisible?
Madcow MadcowSpy zappin my udder
Posted 13 years ago2010-07-18 21:18:22 UTC Post #283157
OMG so that's how the alpha works?
I was researching for hours on the VDC and i couldnt find it THANKS a million!
btw are you entering the compo? Because if you aren't i'd like a source SDK veteran to playtest my level for me :)

if not, no worries. i'll just be super self-critical.

Oh and one other thing if you have any ideas of how this works:

I have this big freight elevator in my map. It goes down about 5 floors, and i have recessed lights in the walls. The effect i want is to have really dramatic looking shadows being cast on the elevator as it moves down passing the lights.. i can't achieve the effect and i've tried a few different options...

Using spot lights instead of point lights, using dynamic lights (it's too expensive so i dont want to do that, plus i already have 2 dynamic lights being heavily used.)
I tried parenting light block brush to the elevator..
i'm running out of ideas :(
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-07-19 08:03:50 UTC Post #283166
I don't know if I'm entering actually
I started on a map, but I don't think I'll be able to finish it. I never was much of a mapper, I just know a lot about entities. I just dont have the imagination to create good looking architecture
But we'll see :)

Unfortunately that's part of the engine limitations not being able to make awesome shadows. However I have an idea that might work. Not sure, gonna test it first and then get back to you in this thread

Edit:
Projected textures! They are availble in the new orangebox games, so you'll need ep2 to pull it off.
The entity is called env_projectedtexture and does what the projector does in CS_office, but it also casts dynamic shadows of everything in the way.
The default texture is the flashlight texture, and it does the job quite well. If you want to change the texture you will have to do it via input
Worth a try :)
Oh and remember that you need to enable the entity to cast shadows in the entity properties

Edit2: Notice that the projected texture entity will mess up your flashlight since source only allows one shadowcasting lihgtsource.
So if your projector is shining on an object, and you use your flashlight on that same object, then weird shit appears on the screen.
Madcow MadcowSpy zappin my udder
Posted 13 years ago2010-07-19 17:35:40 UTC Post #283198
Hmm i never even thought of the projected texture.
I tried using that when i was working on headlights for the Charger.
I am using ep2 engine too :)

I'll have to go try that because as of now the player doesn't have a HEV suit yet.
Appreciate the help madcow!
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-07-19 20:10:23 UTC Post #283218
Well if the player doesn't have an HEV suit then you will experience no bugs or flaws

Good luck
Madcow MadcowSpy zappin my udder
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