I'm rusty help me out. Created 11 years ago2013-03-05 00:27:58 UTC by camplo camplo

Created 11 years ago2013-03-05 00:27:58 UTC by camplo camplo

Posted 11 years ago2013-03-05 00:27:58 UTC Post #312902
2 things I want to accomplish. 1 - I have blocks suspended in thin air as a inclining path, if you will. I would like to make each block bob and weave as if "magically" moving in place.

2 - Can I do transparency without having the texture glow?
Posted 11 years ago2013-03-05 01:18:52 UTC Post #312903
you should be able to make those func_doors, or if you want to go the fancier route, trains.
As for the transparency, set the render mode to texture and modify the fx value.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-03-05 08:58:20 UTC Post #312905
You could do it the way TetsuO said, but it would probably be a good idea to make the floating blocks non-solid, and have stationary ones textured with the clip texture, assuming the blocks don't move enough for this to be noticable.
The constantly moving blocks might cause clipping errors and make moving up the path a pain, hence this method.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 11 years ago2013-03-05 12:27:28 UTC Post #312906
1 lots of ways, with train u can make it spin and move up n down at the same time

2 no but u can make the texture darker or lower increase the transparency
Posted 11 years ago2013-03-07 01:09:23 UTC Post #312920
Tetsuo + TJB = your answer.
Posted 11 years ago2013-03-07 01:38:48 UTC Post #312922
Yeah i'd actually recommend TJB's method if the vertical discrepancy is less than about 10 units.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-03-07 23:12:58 UTC Post #312928
Maybe I worded it wrong. OK lets say I have a skin for a ladder. And I want the blue parts to remain invisible ingame, but I don't want that glow that func_walls and fun_ills have, rather no glow like a regular world brush or a func_detail.
Posted 11 years ago2013-03-07 23:38:48 UTC Post #312930
I don't understand, func_walls don't glow. Perhaps you could explain it better with a picture.
Posted 11 years ago2013-03-08 03:27:01 UTC Post #312931
he's taking about the unnaturally-brighter lighting on transparent brushes in hl1. i think all brush-based entities are lit this way, but maybe it's worse using the texture rendermode?

maybe there is a way around this using vhlt or spirt, but i doubt it since bruce already said there isn't ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2013-03-08 04:37:46 UTC Post #312932
yeahhhh i think no matter what you do it's going to be odd. Unless you use a model and it animates, with no collision, with a clip brush hidden inside it
Tetsu0 Tetsu0Positive Chaos
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